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ld58/code/core/math.h

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#if !defined(LD_CORE_MATH_H_)
#define LD_CORE_MATH_H_
#define PI_F32 (3.14159265358979323846264338f)
#define TAU_F32 (2.0f * PI_F32)
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#define Abs(x) (((x) < 0 ? -(x) : (x)))
typedef struct Random Random;
struct Random {
U64 state;
};
typedef union V2f V2f;
union V2f {
struct {
F32 x, y;
};
struct {
F32 u, v;
};
struct {
F32 w, h;
};
F32 e[2];
};
typedef union V2i V2i;
union V2i {
struct {
U32 x, y;
};
struct {
U32 w, h;
};
U32 e[2];
};
typedef union V3f V3f;
union V3f {
struct {
F32 x, y, z;
};
struct {
F32 r, g, b;
};
struct {
F32 w, h, d;
};
struct {
V2f xy;
F32 _z;
};
F32 e[3];
};
typedef union V4f V4f;
union V4f {
struct {
F32 x, y, z, w;
};
struct {
F32 r, g, b, a;
};
struct {
V3f xyz;
F32 _w;
};
F32 e[4];
};
typedef union Mat4x4F Mat4x4F;
union Mat4x4F {
F32 m[4][4];
F32 e[16];
V4f r[4];
};
typedef struct Mat4x4FInv Mat4x4FInv;
struct Mat4x4FInv {
Mat4x4F fwd;
Mat4x4F inv;
};
typedef struct R2f R2f;
struct R2f {
V2f min;
V2f max;
};
function V2f V2F(F32 x, F32 y);
function V3f V3F(F32 x, F32 y, F32 z);
function V4f V4F(F32 x, F32 y, F32 z, F32 w);
function R2f R2F(V2f min, V2f max);
function V3f V3f_Neg(V3f x);
function V3f V3f_Scale(V3f x, F32 s);
function F32 V3f_Dot(V3f a, V3f b);
function F32 V4f_Dot(V4f a, V4f b);
function Mat4x4F M4x4F_Rows(V3f x, V3f y, V3f z);
function Mat4x4F M4x4F_Columns(V3f x, V3f y, V3f z);
function V4f M4x4F_VMul4(Mat4x4F m, V4f v);
function V3f M4x4F_VMul3(Mat4x4F m, V3f v);
function Mat4x4FInv M4x4F_Perspective(F32 fov, F32 aspect, F32 nearp, F32 farp);
function Mat4x4FInv M4x4F_CameraView(V3f x, V3f y, V3f z, V3f p);
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function V2f NormaliseV2F(V2f x);
function V2f V2f_Scale(V2f x, F32 scale);
// Random
function Random Random_Seed(U64 seed);
function U64 Random_Next(Random *rnd);
function F32 Random_F32(Random *rnd, F32 min, F32 max);
function F64 Random_F64(Random *rnd, F64 min, F64 max);
function U32 Random_U32(Random *rnd, U32 min, U32 max);
function F32 Random_Unilateral(Random *rnd);
function F32 Random_Bilateral(Random *rnd);
#endif // LD_CORE_MATH_H_