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km_math.h
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#pragma once
#include <math.h>
#include "km_defines.h"
#define PI_F 3.14159265f
#define E_F 2.71828182f
inline bool IsPowerOfTwo(int n)
{
return n && ((n & (n - 1)) == 0);
}
inline int RoundUpToPowerOfTwo(int n, int powerOfTwo)
{
DEBUG_ASSERTF(IsPowerOfTwo(powerOfTwo), "%d should be power of 2\n", powerOfTwo);
return (n + powerOfTwo - 1) & -powerOfTwo;
}
inline uint32 RoundUpToAnyPowerOfTwo(int n)
{
n--;
n |= n >> 1;
n |= n >> 2;
n |= n >> 4;
n |= n >> 8;
n |= n >> 16;
n++;
return n;
}
inline int AbsInt(int n) {
return n >= 0 ? n : -n;
}
inline float32 AbsFloat32(float32 f) {
return f < 0.0f ? -f : f;
}
inline float32 FloorFloat32(float32 f)
{
return (float32)floor(f);
}
inline float32 CeilFloat32(float32 f)
{
return (float32)ceil(f);
}
inline int RandInt(int max)
{
DEBUG_ASSERT(max > 0);
return rand() % max;
}
inline int RandInt(int min, int max)
{
DEBUG_ASSERT(max > min);
return rand() % (max - min) + min;
}
inline int MinInt(int a, int b) {
return a < b ? a : b;
}
inline int MaxInt(int a, int b) {
return a > b ? a : b;
}
inline int ClampInt(int a, int min, int max) {
return MinInt(MaxInt(a, min), max);
}
inline int RandUInt32(uint32 max)
{
DEBUG_ASSERT(max > 0);
return rand() % max;
}
inline int RandUInt32(uint32 min, uint32 max)
{
DEBUG_ASSERT(max > min);
return rand() % (max - min) + min;
}
inline uint32 MinUInt32(uint32 a, uint32 b) {
return a < b ? a : b;
}
inline uint32 MaxUInt32(uint32 a, uint32 b) {
return a > b ? a : b;
}
inline uint32 ClampUInt32(uint32 a, uint32 min, uint32 max) {
return MinUInt32(MaxUInt32(a, min), max);
}
inline uint64 MinUInt64(uint64 a, uint64 b) {
return a < b ? a : b;
}
inline uint64 MaxUInt64(uint64 a, uint64 b) {
return a > b ? a : b;
}
inline uint64 ClampUInt64(uint64 a, uint64 min, uint64 max) {
return MinUInt64(MaxUInt64(a, min), max);
}
int ToIntOrTruncate(uint64 n)
{
if (n > INT_MAX) {
return INT_MAX;
}
else {
return (int)n;
}
}
uint32 SafeTruncateUInt64(uint64 value)
{
DEBUG_ASSERT(value <= 0xFFFFFFFF);
uint32 result = (uint32)value;
return result;
}
inline float32 Sqrt32(float32 x)
{
return sqrtf(x);
}
inline float32 Exp32(float32 x)
{
return expf(x);
}
inline float32 Sin32(float32 x)
{
return (float32)sin(x);
}
inline float32 Cos32(float32 x)
{
return (float32)cos(x);
}
inline float32 RandFloat32()
{
return (float32)rand() / RAND_MAX;
}
inline float32 RandFloat32(float32 min, float32 max)
{
DEBUG_ASSERT(max > min);
return RandFloat32() * (max - min) + min;
}
inline float32 MinFloat32(float32 a, float32 b) {
return a < b ? a : b;
}
inline float32 MaxFloat32(float32 a, float32 b) {
return a > b ? a : b;
}
inline float32 ClampFloat32(float32 a, float32 min, float32 max) {
return MinFloat32(MaxFloat32(a, min), max);
}
float32 ModFloat32(float32 n, float32 mod)
{
return (float32)fmod(n, mod);
}
// TODO quick and dirty round implementation
inline int RoundFloat32Fast(float32 a) {
if (a < 0.0) {
return (int)(a - 0.5);
}
else {
return (int)(a + 0.5);
}
}
float32 Lerp(float32 a, float32 b, float32 t)
{
return a + (b - a) * t;
}
int Lerp(int a, int b, float32 t)
{
return (int)((float32)a + (float32)(b - a) * t);
}
bool IsPrime(uint32 n)
{
for (uint32 i = 2; i < n / 2; i++) {
if (n % i == 0) {
return false;
}
}
return true;
}
uint32 NextPrime(uint32 n)
{
while (!IsPrime(n)) {
n++;
}
return n;
}
// ========== MATH TYPES ==========
union Vec2
{
const static Vec2 zero;
const static Vec2 one;
const static Vec2 unitX;
const static Vec2 unitY;
struct
{
float32 x, y;
};
float32 e[2];
};
const Vec2 Vec2::zero = { 0.0f, 0.0f };
const Vec2 Vec2::one = { 1.0f, 1.0f };
const Vec2 Vec2::unitX = { 1.0f, 0.0f };
const Vec2 Vec2::unitY = { 0.0f, 1.0f };
union Vec2Int
{
const static Vec2Int zero;
const static Vec2Int unitX;
const static Vec2Int unitY;
struct
{
int x, y;
};
int e[2];
};
const Vec2Int Vec2Int::zero = { 0, 0 };
const Vec2Int Vec2Int::unitX = { 1, 0 };
const Vec2Int Vec2Int::unitY = { 0, 1 };
union Vec3
{
const static Vec3 zero;
const static Vec3 one;
const static Vec3 unitX;
const static Vec3 unitY;
const static Vec3 unitZ;
struct
{
float32 x, y, z;
};
struct
{
float32 r, g, b;
};
float32 e[3];
};
const Vec3 Vec3::zero = { 0.0f, 0.0f, 0.0f };
const Vec3 Vec3::one = { 1.0f, 1.0f, 1.0f };
const Vec3 Vec3::unitX = { 1.0f, 0.0f, 0.0f };
const Vec3 Vec3::unitY = { 0.0f, 1.0f, 0.0f };
const Vec3 Vec3::unitZ = { 0.0f, 0.0f, 1.0f };
union Vec3Int
{
const static Vec3Int zero;
const static Vec3Int unitX;
const static Vec3Int unitY;
const static Vec3Int unitZ;
struct
{
int x, y, z;
};
int e[3];
};
const Vec3Int Vec3Int::zero = { 0, 0, 0 };
const Vec3Int Vec3Int::unitX = { 1, 0, 0 };
const Vec3Int Vec3Int::unitY = { 0, 1, 0 };
const Vec3Int Vec3Int::unitZ = { 0, 0, 1 };
union Vec4
{
const static Vec4 zero;
const static Vec4 one;
const static Vec4 unitX;
const static Vec4 unitY;
const static Vec4 unitZ;
const static Vec4 unitW;
const static Vec4 white;
const static Vec4 black;
struct
{
float32 x, y, z, w;
};
struct
{
float32 r, g, b, a;
};
float32 e[4];
};
const Vec4 Vec4::zero = { 0.0f, 0.0f, 0.0f, 0.0f };
const Vec4 Vec4::one = { 1.0f, 1.0f, 1.0f, 1.0f };
const Vec4 Vec4::unitX = { 1.0f, 0.0f, 0.0f, 0.0f };
const Vec4 Vec4::unitY = { 0.0f, 1.0f, 0.0f, 0.0f };
const Vec4 Vec4::unitZ = { 0.0f, 0.0f, 1.0f, 0.0f };
const Vec4 Vec4::unitW = { 0.0f, 0.0f, 0.0f, 1.0f };
const Vec4 Vec4::white = { 1.0f, 1.0f, 1.0f, 1.0f };
const Vec4 Vec4::black = { 0.0f, 0.0f, 0.0f, 1.0f };
struct Rect
{
Vec2 min, max;
};
struct RectInt
{
Vec2Int min, max;
};
struct Box
{
Vec3 min, max;
};
struct BoxInt
{
Vec3Int min, max;
};
// Column-major 4x4 matrix (columns stored contiguously)
// ORDER IS OPPOSITE OF NORMAL MATH
/*
| e[0][0] e[1][0] e[2][0] e[3][0] |
| e[0][1] e[1][1] e[2][1] e[3][1] |
| e[0][2] e[1][2] e[2][2] e[3][2] |
| e[0][3] e[1][3] e[2][3] e[3][3] |
*/
struct Mat4
{
const static Mat4 zero;
const static Mat4 one;
float32 e[4][4];
};
// Should always be unit quaternions
struct Quat
{
const static Quat one;
// Should probably not be changing these values manually
float32 x, y, z, w;
};
// ========== OPERATORS & FUNCTIONS ==========
// -------------------- Vec2 --------------------
inline Vec2Int ToVec2Int(Vec2 v)
{
return Vec2Int { (int)v.x, (int)v.y };
}
inline Vec3 ToVec3(Vec2 v, float32 z)
{
return Vec3 { v.x, v.y, z };
}
inline Vec4 ToVec4(Vec2 v, float32 z, float32 w)
{
return Vec4 { v.x, v.y, z, w };
}
inline Vec2 operator-(Vec2 v)
{
Vec2 result;
result.x = -v.x;
result.y = -v.y;
return result;
}
inline Vec2 operator+(Vec2 v1, Vec2 v2)
{
Vec2 result;
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
return result;
}
inline Vec2& operator+=(Vec2& v1, Vec2 v2)
{
v1 = v1 + v2;
return v1;
}
inline Vec2 operator-(Vec2 v1, Vec2 v2)
{
Vec2 result;
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
return result;
}
inline Vec2& operator-=(Vec2& v1, Vec2 v2)
{
v1 = v1 - v2;
return v1;
}
inline Vec2 operator*(float32 s, Vec2 v)
{
Vec2 result;
result.x = s * v.x;
result.y = s * v.y;
return result;
}
inline Vec2 operator*(Vec2 v, float32 s)
{
return s * v;
}
inline Vec2& operator*=(Vec2& v, float32 s)
{
v = s * v;
return v;
}
inline Vec2 operator/(Vec2 v, float32 s)
{
Vec2 result;
result.x = v.x / s;
result.y = v.y / s;
return result;
}
inline Vec2& operator/=(Vec2& v, float32 s)
{
v = v / s;
return v;
}
inline bool operator==(const Vec2& v1, const Vec2& v2)
{
return v1.x == v2.x && v1.y == v2.y;
}
Vec2 Lerp(Vec2 v1, Vec2 v2, float t)
{
Vec2 result = {
Lerp(v1.x, v2.x, t),
Lerp(v1.y, v2.y, t)
};
return result;
}
inline float32 Dot(Vec2 v1, Vec2 v2)
{
return v1.x * v2.x + v1.y * v2.y;
}
inline float32 MagSq(Vec2 v)
{
return v.x*v.x + v.y*v.y;
}
inline float32 Mag(Vec2 v)
{
return Sqrt32(v.x*v.x + v.y*v.y);
}
inline Vec2 Normalize(Vec2 v)
{
return v / Mag(v);
}
float32 AngleBetween(Vec2 v1, Vec2 v2)
{
return (float32)(atan2(v2.y, v2.x) - atan2(v1.y, v1.x));
}
// ------------------ Vec2Int -------------------
inline Vec2 ToVec2(Vec2Int v)
{
return Vec2 { (float32)v.x, (float32)v.y };
}
inline Vec2Int operator-(Vec2Int v)
{
Vec2Int result;
result.x = -v.x;
result.y = -v.y;
return result;
}
inline Vec2Int operator+(Vec2Int v1, Vec2Int v2)
{
Vec2Int result;
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
return result;
}
inline Vec2Int& operator+=(Vec2Int& v1, Vec2Int v2)
{
v1 = v1 + v2;
return v1;
}
inline Vec2Int operator-(Vec2Int v1, Vec2Int v2)
{
Vec2Int result;
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
return result;
}
inline Vec2Int& operator-=(Vec2Int& v1, Vec2Int v2)
{
v1 = v1 - v2;
return v1;
}
inline Vec2Int operator*(int s, Vec2Int v)
{
Vec2Int result;
result.x = s * v.x;
result.y = s * v.y;
return result;
}
inline Vec2Int operator*(Vec2Int v, int s)
{
return s * v;
}
inline Vec2Int& operator*=(Vec2Int& v, int s)
{
v = s * v;
return v;
}
inline Vec2Int operator/(Vec2Int v, int s)
{
Vec2Int result;
result.x = v.x / s;
result.y = v.y / s;
return result;
}
inline Vec2Int& operator/=(Vec2Int& v, int s)
{
v = v / s;
return v;
}
inline Vec2Int MultiplyVec2IntFloat32(Vec2Int v, float32 f)
{
return Vec2Int { (int)((float32)v.x * f), (int)((float32)v.y * f) };
}
inline bool operator==(const Vec2Int& v1, const Vec2Int& v2)
{
return v1.x == v2.x && v1.y == v2.y;
}
inline bool operator!=(const Vec2Int& v1, const Vec2Int& v2)
{
return v1.x != v2.x || v1.y != v2.y;
}
Vec2Int Lerp(Vec2Int v1, Vec2Int v2, float32 t)
{
Vec2Int result = {
Lerp(v1.x, v2.x, t),
Lerp(v1.y, v2.y, t)
};
return result;
}
inline int MagSq(Vec2Int v)
{
return v.x*v.x + v.y*v.y;
}
inline int Mag(Vec2Int v)
{
return (int)Sqrt32((float32)v.x*v.x + v.y*v.y);
}
// -------------------- Vec3 --------------------
inline Vec2 ToVec2(Vec3 v)
{
Vec2 result;
result.x = v.x;
result.y = v.y;
return result;
}
inline Vec4 ToVec4(Vec3 v, float32 w)
{
Vec4 result;
result.x = v.x;
result.y = v.y;
result.z = v.z;
result.w = w;
return result;
}
inline Vec3 operator-(Vec3 v)
{
return Vec3 {
.x = -v.x,
.y = -v.y,
.z = -v.z,
};
}
inline Vec3 Reciprocal(Vec3 v)
{
return Vec3 {
.x = 1.0f / v.x,
.y = 1.0f / v.y,
.z = 1.0f / v.z
};
}
inline Vec3 operator+(Vec3 v1, Vec3 v2)
{
Vec3 result;
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
result.z = v1.z + v2.z;
return result;
}
inline Vec3& operator+=(Vec3& v1, Vec3 v2)
{
v1 = v1 + v2;
return v1;
}
inline Vec3 operator-(Vec3 v1, Vec3 v2)
{
Vec3 result;
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
result.z = v1.z - v2.z;
return result;
}
inline Vec3& operator-=(Vec3& v1, Vec3 v2)
{
v1 = v1 - v2;
return v1;
}
inline Vec3 operator*(float32 s, Vec3 v)
{
Vec3 result;
result.x = s * v.x;
result.y = s * v.y;
result.z = s * v.z;
return result;
}
inline Vec3 operator*(Vec3 v, float32 s)
{
return s * v;
}
inline Vec3& operator*=(Vec3& v, float32 s)
{
v = s * v;
return v;
}
inline Vec3 operator/(Vec3 v, float32 s)
{
Vec3 result;
result.x = v.x / s;
result.y = v.y / s;
result.z = v.z / s;
return result;
}
inline Vec3& operator/=(Vec3& v, float32 s)
{
v = v / s;
return v;
}
inline bool operator==(const Vec3& v1, const Vec3& v2)
{
return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z;
}
inline Vec3 Lerp(Vec3 v1, Vec3 v2, float t)
{
Vec3 result = {
Lerp(v1.x, v2.x, t),
Lerp(v1.y, v2.y, t),
Lerp(v1.z, v2.z, t)
};
return result;
}
inline Vec3 Multiply(Vec3 v1, Vec3 v2)
{
return { v1.x * v2.x, v1.y * v2.y, v1.z * v2.z };
}
inline float32 Dot(Vec3 v1, Vec3 v2)
{
return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z;
}
inline Vec3 Cross(Vec3 v1, Vec3 v2)
{
return Vec3 {
v1.y * v2.z - v1.z * v2.y,
v1.z * v2.x - v1.x * v2.z,
v1.x * v2.y - v1.y * v2.x
};
}
inline float32 MagSq(Vec3 v)
{
return v.x*v.x + v.y*v.y + v.z*v.z;
}
inline float32 Mag(Vec3 v)
{
return Sqrt32(MagSq(v));
}
inline Vec3 Normalize(Vec3 v)
{
return v / Mag(v);
}
inline Vec3 NormalizeOrZero(Vec3 v)
{
float32 magSq = MagSq(v);
if (magSq < 0.000001f) {
return Vec3::zero;
}
return v / Sqrt32(magSq);
}
inline Vec3 GetPerpendicular(Vec3 v)
{
return v.z < v.x ? Vec3 { v.y, -v.x, 0.0f } : Vec3 { 0.0f, -v.z, v.y };
}
// ------------------ Vec3Int -------------------
inline Vec3 ToVec3(Vec3Int v)
{
return Vec3 { (float32)v.x, (float32)v.y, (float32)v.z };
}
inline Vec3Int operator-(Vec3Int v)
{
return Vec3Int {
.x = -v.x,
.y = -v.y,
.z = -v.z,
};
}
inline Vec3Int operator+(Vec3Int v1, Vec3Int v2)
{
Vec3Int result;
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
result.z = v1.z + v2.z;
return result;
}
inline Vec3Int& operator+=(Vec3Int& v1, Vec3Int v2)
{
v1 = v1 + v2;
return v1;
}
inline Vec3Int operator-(Vec3Int v1, Vec3Int v2)
{
Vec3Int result;
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
result.z = v1.z - v2.z;
return result;
}
inline Vec3Int& operator-=(Vec3Int& v1, Vec3Int v2)
{
v1 = v1 - v2;
return v1;
}
inline Vec3Int operator*(int s, Vec3Int v)
{
Vec3Int result;
result.x = s * v.x;
result.y = s * v.y;
result.z = s * v.z;
return result;
}
inline Vec3Int operator*(Vec3Int v, int s)
{
return s * v;
}
inline Vec3Int& operator*=(Vec3Int& v, int s)
{
v = s * v;
return v;
}
inline Vec3Int operator/(Vec3Int v, int s)
{
Vec3Int result;
result.x = v.x / s;
result.y = v.y / s;
result.z = v.z / s;
return result;
}
inline Vec3Int& operator/=(Vec3Int& v, int s)
{
v = v / s;
return v;
}
inline Vec3Int MultiplyVec2IntFloat32(Vec3Int v, float32 f)
{
return Vec3Int { (int)((float32)v.x * f), (int)((float32)v.y * f), (int)((float32)v.z * f) };
}
inline bool operator==(const Vec3Int& v1, const Vec3Int& v2)
{
return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z;
}
inline bool operator!=(const Vec3Int& v1, const Vec3Int& v2)
{
return v1.x != v2.x || v1.y != v2.y || v1.z != v2.z;
}
Vec3Int Lerp(Vec3Int v1, Vec3Int v2, float32 t)
{
Vec3Int result = {
Lerp(v1.x, v2.x, t),
Lerp(v1.y, v2.y, t),
Lerp(v1.z, v2.z, t),
};
return result;
}
inline int MagSq(Vec3Int v)
{
return v.x*v.x + v.y*v.y * v.z*v.z;
}
inline int Mag(Vec3Int v)
{
return (int)Sqrt32((float32)v.x*v.x + v.y*v.y + v.z*v.z);
}
// -------------------- Vec4 --------------------
inline Vec4 operator-(Vec4 v)
{
Vec4 result;
result.x = -v.x;
result.y = -v.y;
result.z = -v.z;
result.w = -v.w;
return result;
}
inline Vec4 operator+(Vec4 v1, Vec4 v2)
{
Vec4 result;
result.x = v1.x + v2.x;
result.y = v1.y + v2.y;
result.z = v1.z + v2.z;
result.w = v1.w + v2.w;
return result;
}
inline Vec4& operator+=(Vec4& v1, Vec4 v2)
{
v1 = v1 + v2;
return v1;
}
inline Vec4 operator-(Vec4 v1, Vec4 v2)
{
Vec4 result;
result.x = v1.x - v2.x;
result.y = v1.y - v2.y;
result.z = v1.z - v2.z;
result.w = v1.w - v2.w;
return result;
}
inline Vec4& operator-=(Vec4& v1, Vec4 v2)
{
v1 = v1 - v2;
return v1;
}
inline Vec4 operator*(float32 s, Vec4 v)
{
Vec4 result;
result.x = s * v.x;
result.y = s * v.y;
result.z = s * v.z;
result.w = s * v.w;
return result;
}
inline Vec4 operator*(Vec4 v, float32 s)
{
return s * v;
}
inline Vec4& operator*=(Vec4& v, float32 s)
{
v = s * v;
return v;
}
inline Vec4 operator/(Vec4 v, float32 s)
{
Vec4 result;
result.x = v.x / s;
result.y = v.y / s;
result.z = v.z / s;
result.w = v.w / s;
return result;
}
inline Vec4& operator/=(Vec4& v, float32 s)
{
v = v / s;
return v;
}
inline bool operator==(const Vec4& v1, const Vec4& v2)
{
return v1.x == v2.x && v1.y == v2.y && v1.z == v2.z && v1.w == v2.w;
}
inline Vec4 Lerp(Vec4 v1, Vec4 v2, float t)
{
Vec4 result = {
Lerp(v1.x, v2.x, t),
Lerp(v1.y, v2.y, t),
Lerp(v1.z, v2.z, t),
Lerp(v1.w, v2.w, t)
};
return result;
}
// -------------------- Rect --------------------
bool IsInside(Vec2 v, Rect rect)
{
return rect.min.x <= v.x && v.x < rect.max.x && rect.min.y <= v.y && v.y < rect.max.y;
}
// ------------------ RectInt -------------------
bool IsInside(Vec2Int v, RectInt rect)
{
return rect.min.x <= v.x && v.x < rect.max.x && rect.min.y <= v.y && v.y < rect.max.y;
}
// -------------------- Box ---------------------
bool IsInsideInclusive(Vec3 v, Box box)
{
return box.min.x <= v.x && v.x <= box.max.x
&& box.min.y <= v.y && v.y <= box.max.y
&& box.min.z <= v.z && v.z <= box.max.z;
}
// ------------------ BoxInt --------------------
bool IsInside(Vec3Int v, BoxInt box)
{
return box.min.x <= v.x && v.x < box.max.x
&& box.min.y <= v.y && v.y < box.max.y
&& box.min.z <= v.z && v.z < box.max.z;
}
// -------------------- Mat4 --------------------
const Mat4 Mat4::one =
{
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1
};
const Mat4 Mat4::zero =
{
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0,
0, 0, 0, 0
};
Mat4 operator+(Mat4 m1, Mat4 m2)
{
Mat4 result;
for (int col = 0; col < 4; col++) {
for (int row = 0; row < 4; row++) {
result.e[col][row] = m1.e[col][row] + m2.e[col][row];
}
}
return result;
}
Mat4& operator+=(Mat4& m1, Mat4 m2)
{
m1 = m1 + m2;
return m1;
}