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bx/include/bx/math.h
Branimir Karadžić 525801cdf8 Cleanup.
2017-09-02 19:30:24 -07:00

494 lines
11 KiB
C++

/*
* Copyright 2011-2017 Branimir Karadzic. All rights reserved.
* License: https://github.com/bkaradzic/bx#license-bsd-2-clause
*/
// FPU math lib
#ifndef BX_FPU_MATH_H_HEADER_GUARD
#define BX_FPU_MATH_H_HEADER_GUARD
#include "bx.h"
namespace bx
{
extern const float kPi;
extern const float kPi2;
extern const float kInvPi;
extern const float kPiHalf;
extern const float kSqrt2;
extern const float kInvLogNat2;
extern const float kHuge;
///
typedef float (*LerpFn)(float _a, float _b, float _t);
///
struct Handness
{
enum Enum
{
Left,
Right,
};
};
///
struct NearFar
{
enum Enum
{
Default,
Reverse,
};
};
///
float toRad(float _deg);
///
float toDeg(float _rad);
///
uint32_t floatToBits(float _a);
///
float bitsToFloat(uint32_t _a);
///
uint64_t doubleToBits(double _a);
///
double bitsToDouble(uint64_t _a);
///
bool isNan(float _f);
///
bool isNan(double _f);
///
bool isFinite(float _f);
///
bool isFinite(double _f);
///
bool isInfinite(float _f);
///
bool isInfinite(double _f);
///
float ffloor(float _f);
///
float fceil(float _f);
///
float fround(float _f);
///
float fmin(float _a, float _b);
///
float fmax(float _a, float _b);
///
float fmin3(float _a, float _b, float _c);
///
float fmax3(float _a, float _b, float _c);
///
float fclamp(float _a, float _min, float _max);
///
float fsaturate(float _a);
///
float flerp(float _a, float _b, float _t);
///
float fsign(float _a);
///
float fabs(float _a);
///
float fsq(float _a);
///
float fsin(float _a);
///
float fasin(float _a);
///
float fcos(float _a);
///
float ftan(float _a);
///
float facos(float _a);
///
float fatan2(float _y, float _x);
///
float fpow(float _a, float _b);
///
float fexp2(float _a);
///
float flog(float _a);
///
float flog2(float _a);
///
float fsqrt(float _a);
///
float frsqrt(float _a);
///
float ffract(float _a);
///
float fmod(float _a, float _b);
///
bool fequal(float _a, float _b, float _epsilon);
///
bool fequal(const float* _a, const float* _b, uint32_t _num, float _epsilon);
///
float fwrap(float _a, float _wrap);
///
float fstep(float _edge, float _a);
///
float fpulse(float _a, float _start, float _end);
///
float fsmoothstep(float _a);
// References:
// - Bias And Gain Are Your Friend
// http://blog.demofox.org/2012/09/24/bias-and-gain-are-your-friend/
// - http://demofox.org/biasgain.html
///
float fbias(float _time, float _bias);
///
float fgain(float _time, float _gain);
///
float angleDiff(float _a, float _b);
/// Shortest distance linear interpolation between two angles.
float angleLerp(float _a, float _b, float _t);
///
void vec3Move(float* _result, const float* _a);
///
void vec3Abs(float* _result, const float* _a);
///
void vec3Neg(float* _result, const float* _a);
///
void vec3Add(float* _result, const float* _a, const float* _b);
///
void vec3Add(float* _result, const float* _a, float _b);
///
void vec3Sub(float* _result, const float* _a, const float* _b);
///
void vec3Sub(float* _result, const float* _a, float _b);
///
void vec3Mul(float* _result, const float* _a, const float* _b);
///
void vec3Mul(float* _result, const float* _a, float _b);
///
float vec3Dot(const float* _a, const float* _b);
///
void vec3Cross(float* _result, const float* _a, const float* _b);
///
float vec3Length(const float* _a);
///
void vec3Lerp(float* _result, const float* _a, const float* _b, float _t);
///
void vec3Lerp(float* _result, const float* _a, const float* _b, const float* _c);
///
float vec3Norm(float* _result, const float* _a);
///
void vec3Min(float* _result, const float* _a, const float* _b);
///
void vec3Max(float* _result, const float* _a, const float* _b);
///
void vec3Rcp(float* _result, const float* _a);
/// Calculate tangent frame from normal.
///
void vec3TangentFrame(const float* _n, float* _t, float* _b);
/// Calculate tangent frame from normal and angle.
///
void vec3TangentFrame(const float* _n, float* _t, float* _b, float _angle);
///
void vec3FromLatLong(float* _vec, float _u, float _v);
///
void vec3ToLatLong(float* _u, float* _v, const float* _vec);
///
void quatIdentity(float* _result);
///
void quatMove(float* _result, const float* _a);
///
void quatMulXYZ(float* _result, const float* _qa, const float* _qb);
///
void quatMul(float* _result, const float* _qa, const float* _qb);
///
void quatInvert(float* _result, const float* _quat);
///
float quatDot(const float* _a, const float* _b);
///
void quatNorm(float* _result, const float* _quat);
///
void quatToEuler(float* _result, const float* _quat);
///
void quatRotateAxis(float* _result, const float* _axis, float _angle);
///
void quatRotateX(float* _result, float _ax);
///
void quatRotateY(float* _result, float _ay);
///
void quatRotateZ(float* _result, float _az);
///
void vec3MulQuat(float* _result, const float* _vec, const float* _quat);
///
void mtxIdentity(float* _result);
///
void mtxTranslate(float* _result, float _tx, float _ty, float _tz);
///
void mtxScale(float* _result, float _sx, float _sy, float _sz);
///
void mtxScale(float* _result, float _scale);
///
void mtxFromNormal(float* _result, const float* _normal, float _scale, const float* _pos);
///
void mtxFromNormal(float* _result, const float* _normal, float _scale, const float* _pos, float _angle);
///
void mtxQuat(float* _result, const float* _quat);
///
void mtxQuatTranslation(float* _result, const float* _quat, const float* _translation);
///
void mtxQuatTranslationHMD(float* _result, const float* _quat, const float* _translation);
///
void mtxLookAtLh(float* _result, const float* _eye, const float* _at, const float* _up = NULL);
///
void mtxLookAtRh(float* _result, const float* _eye, const float* _at, const float* _up = NULL);
///
void mtxLookAt(float* _result, const float* _eye, const float* _at, const float* _up = NULL);
///
void mtxProj(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, float _far, bool _oglNdc);
///
void mtxProj(float* _result, const float _fov[4], float _near, float _far, bool _oglNdc);
///
void mtxProj(float* _result, float _fovy, float _aspect, float _near, float _far, bool _oglNdc);
///
void mtxProjLh(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, float _far, bool _oglNdc);
///
void mtxProjLh(float* _result, const float _fov[4], float _near, float _far, bool _oglNdc);
///
void mtxProjLh(float* _result, float _fovy, float _aspect, float _near, float _far, bool _oglNdc);
///
void mtxProjRh(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, float _far, bool _oglNdc);
///
void mtxProjRh(float* _result, const float _fov[4], float _near, float _far, bool _oglNdc);
///
void mtxProjRh(float* _result, float _fovy, float _aspect, float _near, float _far, bool _oglNdc);
///
void mtxProjInf(float* _result, const float _fov[4], float _near, bool _oglNdc);
///
void mtxProjInf(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, bool _oglNdc);
///
void mtxProjInf(float* _result, float _fovy, float _aspect, float _near, bool _oglNdc);
///
void mtxProjInfLh(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, bool _oglNdc);
///
void mtxProjInfLh(float* _result, const float _fov[4], float _near, bool _oglNdc);
///
void mtxProjInfLh(float* _result, float _fovy, float _aspect, float _near, bool _oglNdc);
///
void mtxProjInfRh(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, bool _oglNdc);
///
void mtxProjInfRh(float* _result, const float _fov[4], float _near, bool _oglNdc);
///
void mtxProjInfRh(float* _result, float _fovy, float _aspect, float _near, bool _oglNdc);
///
void mtxProjRevInfLh(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, bool _oglNdc);
///
void mtxProjRevInfLh(float* _result, const float _fov[4], float _near, bool _oglNdc);
///
void mtxProjRevInfLh(float* _result, float _fovy, float _aspect, float _near, bool _oglNdc);
///
void mtxProjRevInfRh(float* _result, float _ut, float _dt, float _lt, float _rt, float _near, bool _oglNdc);
///
void mtxProjRevInfRh(float* _result, const float _fov[4], float _near, bool _oglNdc);
///
void mtxProjRevInfRh(float* _result, float _fovy, float _aspect, float _near, bool _oglNdc);
///
void mtxOrtho(float* _result, float _left, float _right, float _bottom, float _top, float _near, float _far, float _offset, bool _oglNdc);
///
void mtxOrthoLh(float* _result, float _left, float _right, float _bottom, float _top, float _near, float _far, float _offset, bool _oglNdc);
///
void mtxOrthoRh(float* _result, float _left, float _right, float _bottom, float _top, float _near, float _far, float _offset, bool _oglNdc);
///
void mtxRotateX(float* _result, float _ax);
///
void mtxRotateY(float* _result, float _ay);
///
void mtxRotateZ(float* _result, float _az);
///
void mtxRotateXY(float* _result, float _ax, float _ay);
///
void mtxRotateXYZ(float* _result, float _ax, float _ay, float _az);
///
void mtxRotateZYX(float* _result, float _ax, float _ay, float _az);
///
void mtxSRT(float* _result, float _sx, float _sy, float _sz, float _ax, float _ay, float _az, float _tx, float _ty, float _tz);
///
void vec3MulMtx(float* _result, const float* _vec, const float* _mat);
///
void vec3MulMtxH(float* _result, const float* _vec, const float* _mat);
///
void vec4MulMtx(float* _result, const float* _vec, const float* _mat);
///
void mtxMul(float* _result, const float* _a, const float* _b);
///
void mtxTranspose(float* _result, const float* _a);
///
void mtx3Inverse(float* _result, const float* _a);
///
void mtxInverse(float* _result, const float* _a);
/// Convert LH to RH projection matrix and vice versa.
///
void mtxProjFlipHandedness(float* _dst, const float* _src);
/// Convert LH to RH view matrix and vice versa.
///
void mtxViewFlipHandedness(float* _dst, const float* _src);
///
void calcNormal(float _result[3], float _va[3], float _vb[3], float _vc[3]);
///
void calcPlane(float _result[4], float _va[3], float _vb[3], float _vc[3]);
///
void calcLinearFit2D(float _result[2], const void* _points, uint32_t _stride, uint32_t _numPoints);
///
void calcLinearFit3D(float _result[3], const void* _points, uint32_t _stride, uint32_t _numPoints);
///
void rgbToHsv(float _hsv[3], const float _rgb[3]);
///
void hsvToRgb(float _rgb[3], const float _hsv[3]);
} // namespace bx
#include "inline/math.inl"
#endif // BX_FPU_MATH_H_HEADER_GUARD