- core/: main entry, types, logging, I/O, RNG - asset/: ase loader, cart, save, embed - gfx/: graphics, animation, atlas, fonts, tilemap, transitions - sfx/: audio - script/: lua/fennel runtime, REPL - hal/: platform abstraction (SDL3) - world/: BSP, world, procedural gen - math/: math utilities - game/: GUI, replay - lua/: Lua API modules
302 lines
7.3 KiB
C
302 lines
7.3 KiB
C
#include "pxl8_math.h"
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pxl8_vec2 pxl8_vec2_add(pxl8_vec2 a, pxl8_vec2 b) {
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return (pxl8_vec2){
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.x = a.x + b.x,
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.y = a.y + b.y,
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};
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}
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pxl8_vec2 pxl8_vec2_sub(pxl8_vec2 a, pxl8_vec2 b) {
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return (pxl8_vec2){
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.x = a.x - b.x,
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.y = a.y - b.y,
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};
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}
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pxl8_vec2 pxl8_vec2_scale(pxl8_vec2 v, f32 s) {
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return (pxl8_vec2){
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.x = v.x * s,
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.y = v.y * s,
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};
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}
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f32 pxl8_vec2_dot(pxl8_vec2 a, pxl8_vec2 b) {
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return a.x * b.x + a.y * b.y;
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}
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f32 pxl8_vec2_length(pxl8_vec2 v) {
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return sqrtf(v.x * v.x + v.y * v.y);
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}
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pxl8_vec2 pxl8_vec2_normalize(pxl8_vec2 v) {
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f32 len = pxl8_vec2_length(v);
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if (len < 1e-6f) return (pxl8_vec2){0};
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return pxl8_vec2_scale(v, 1.0f / len);
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}
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pxl8_vec3 pxl8_vec3_add(pxl8_vec3 a, pxl8_vec3 b) {
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return (pxl8_vec3){
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.x = a.x + b.x,
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.y = a.y + b.y,
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.z = a.z + b.z,
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};
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}
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pxl8_vec3 pxl8_vec3_sub(pxl8_vec3 a, pxl8_vec3 b) {
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return (pxl8_vec3){
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.x = a.x - b.x,
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.y = a.y - b.y,
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.z = a.z - b.z,
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};
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}
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pxl8_vec3 pxl8_vec3_scale(pxl8_vec3 v, f32 s) {
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return (pxl8_vec3){
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.x = v.x * s,
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.y = v.y * s,
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.z = v.z * s,
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};
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}
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f32 pxl8_vec3_dot(pxl8_vec3 a, pxl8_vec3 b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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pxl8_vec3 pxl8_vec3_cross(pxl8_vec3 a, pxl8_vec3 b) {
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return (pxl8_vec3){
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.x = a.y * b.z - a.z * b.y,
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.y = a.z * b.x - a.x * b.z,
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.z = a.x * b.y - a.y * b.x,
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};
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}
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f32 pxl8_vec3_length(pxl8_vec3 v) {
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return sqrtf(pxl8_vec3_dot(v, v));
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}
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pxl8_vec3 pxl8_vec3_lerp(pxl8_vec3 a, pxl8_vec3 b, f32 t) {
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return (pxl8_vec3){
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a.x + (b.x - a.x) * t,
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a.y + (b.y - a.y) * t,
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a.z + (b.z - a.z) * t
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};
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}
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pxl8_vec3 pxl8_vec3_normalize(pxl8_vec3 v) {
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f32 len = pxl8_vec3_length(v);
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if (len < 1e-6f) return (pxl8_vec3){0};
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return pxl8_vec3_scale(v, 1.0f / len);
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}
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pxl8_mat4 pxl8_mat4_identity(void) {
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pxl8_mat4 mat = {0};
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mat.m[0] = mat.m[5] = mat.m[10] = mat.m[15] = 1.0f;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_mul(pxl8_mat4 a, pxl8_mat4 b) {
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pxl8_mat4 mat = {0};
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for (i32 col = 0; col < 4; col++) {
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for (i32 row = 0; row < 4; row++) {
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mat.m[col * 4 + row] =
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a.m[0 * 4 + row] * b.m[col * 4 + 0] +
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a.m[1 * 4 + row] * b.m[col * 4 + 1] +
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a.m[2 * 4 + row] * b.m[col * 4 + 2] +
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a.m[3 * 4 + row] * b.m[col * 4 + 3];
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}
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}
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return mat;
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}
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pxl8_vec4 pxl8_mat4_mul_vec4(pxl8_mat4 m, pxl8_vec4 v) {
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return (pxl8_vec4){
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.x = m.m[0] * v.x + m.m[4] * v.y + m.m[8] * v.z + m.m[12] * v.w,
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.y = m.m[1] * v.x + m.m[5] * v.y + m.m[9] * v.z + m.m[13] * v.w,
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.z = m.m[2] * v.x + m.m[6] * v.y + m.m[10] * v.z + m.m[14] * v.w,
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.w = m.m[3] * v.x + m.m[7] * v.y + m.m[11] * v.z + m.m[15] * v.w,
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};
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}
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pxl8_mat4 pxl8_mat4_translate(f32 x, f32 y, f32 z) {
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pxl8_mat4 mat = pxl8_mat4_identity();
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mat.m[12] = x;
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mat.m[13] = y;
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mat.m[14] = z;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_rotate_x(f32 angle) {
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pxl8_mat4 mat = pxl8_mat4_identity();
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f32 c = cosf(angle);
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f32 s = sinf(angle);
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mat.m[5] = c;
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mat.m[9] = -s;
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mat.m[6] = s;
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mat.m[10] = c;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_rotate_y(f32 angle) {
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pxl8_mat4 mat = pxl8_mat4_identity();
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f32 c = cosf(angle);
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f32 s = sinf(angle);
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mat.m[0] = c;
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mat.m[8] = s;
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mat.m[2] = -s;
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mat.m[10] = c;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_rotate_z(f32 angle) {
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pxl8_mat4 mat = pxl8_mat4_identity();
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f32 c = cosf(angle);
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f32 s = sinf(angle);
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mat.m[0] = c;
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mat.m[4] = -s;
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mat.m[1] = s;
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mat.m[5] = c;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_scale(f32 x, f32 y, f32 z) {
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pxl8_mat4 mat = pxl8_mat4_identity();
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mat.m[0] = x;
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mat.m[5] = y;
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mat.m[10] = z;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_ortho(f32 left, f32 right, f32 bottom, f32 top, f32 near, f32 far) {
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pxl8_mat4 mat = {0};
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mat.m[0] = 2.0f / (right - left);
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mat.m[5] = 2.0f / (top - bottom);
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mat.m[10] = -2.0f / (far - near);
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mat.m[12] = -(right + left) / (right - left);
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mat.m[13] = -(top + bottom) / (top - bottom);
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mat.m[14] = -(far + near) / (far - near);
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mat.m[15] = 1.0f;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_perspective(f32 fov, f32 aspect, f32 near, f32 far) {
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pxl8_mat4 mat = {0};
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f32 tan_half_fov = tanf(fov / 2.0f);
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mat.m[0] = 1.0f / (aspect * tan_half_fov);
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mat.m[5] = 1.0f / tan_half_fov;
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mat.m[10] = -(far + near) / (far - near);
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mat.m[14] = -(2.0f * far * near) / (far - near);
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mat.m[11] = -1.0f;
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return mat;
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}
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pxl8_mat4 pxl8_mat4_lookat(pxl8_vec3 eye, pxl8_vec3 center, pxl8_vec3 up) {
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pxl8_mat4 mat = pxl8_mat4_identity();
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pxl8_vec3 f = pxl8_vec3_normalize(pxl8_vec3_sub(center, eye));
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pxl8_vec3 s = pxl8_vec3_normalize(pxl8_vec3_cross(f, up));
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pxl8_vec3 u = pxl8_vec3_cross(s, f);
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mat.m[0] = s.x;
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mat.m[4] = s.y;
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mat.m[8] = s.z;
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mat.m[1] = u.x;
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mat.m[5] = u.y;
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mat.m[9] = u.z;
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mat.m[2] = -f.x;
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mat.m[6] = -f.y;
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mat.m[10] = -f.z;
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mat.m[12] = -pxl8_vec3_dot(s, eye);
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mat.m[13] = -pxl8_vec3_dot(u, eye);
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mat.m[14] = pxl8_vec3_dot(f, eye);
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return mat;
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}
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pxl8_frustum pxl8_frustum_from_matrix(pxl8_mat4 vp) {
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pxl8_frustum frustum;
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const f32* m = vp.m;
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frustum.planes[0].normal.x = m[3] - m[0];
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frustum.planes[0].normal.y = m[7] - m[4];
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frustum.planes[0].normal.z = m[11] - m[8];
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frustum.planes[0].distance = m[15] - m[12];
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frustum.planes[1].normal.x = m[3] + m[0];
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frustum.planes[1].normal.y = m[7] + m[4];
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frustum.planes[1].normal.z = m[11] + m[8];
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frustum.planes[1].distance = m[15] + m[12];
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frustum.planes[2].normal.x = m[3] + m[1];
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frustum.planes[2].normal.y = m[7] + m[5];
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frustum.planes[2].normal.z = m[11] + m[9];
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frustum.planes[2].distance = m[15] + m[13];
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frustum.planes[3].normal.x = m[3] - m[1];
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frustum.planes[3].normal.y = m[7] - m[5];
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frustum.planes[3].normal.z = m[11] - m[9];
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frustum.planes[3].distance = m[15] - m[13];
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frustum.planes[4].normal.x = m[3] - m[2];
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frustum.planes[4].normal.y = m[7] - m[6];
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frustum.planes[4].normal.z = m[11] - m[10];
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frustum.planes[4].distance = m[15] - m[14];
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frustum.planes[5].normal.x = m[3] + m[2];
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frustum.planes[5].normal.y = m[7] + m[6];
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frustum.planes[5].normal.z = m[11] + m[10];
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frustum.planes[5].distance = m[15] + m[14];
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for (i32 i = 0; i < 6; i++) {
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f32 len = pxl8_vec3_length(frustum.planes[i].normal);
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if (len > 1e-6f) {
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f32 inv_len = 1.0f / len;
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frustum.planes[i].normal = pxl8_vec3_scale(frustum.planes[i].normal, inv_len);
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frustum.planes[i].distance *= inv_len;
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}
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}
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return frustum;
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}
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bool pxl8_frustum_test_aabb(const pxl8_frustum* frustum, pxl8_vec3 min, pxl8_vec3 max) {
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for (i32 i = 0; i < 6; i++) {
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pxl8_vec3 normal = frustum->planes[i].normal;
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f32 d = frustum->planes[i].distance;
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pxl8_vec3 p_vertex = {
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(normal.x >= 0.0f) ? max.x : min.x,
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(normal.y >= 0.0f) ? max.y : min.y,
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(normal.z >= 0.0f) ? max.z : min.z
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};
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f32 p_dist = pxl8_vec3_dot(normal, p_vertex) + d;
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if (p_dist < 0.0f) {
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return false;
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}
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}
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return true;
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}
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