Files
space_game/src/lib/camera_math_bx.h
2026-01-29 17:06:34 +01:00

108 lines
2.9 KiB
C

/*
* INFO:
*
* This file provides an interface to math functions for camera.h
*
* Specifically interfacing with bx/math.h
* Ref.: https://github.com/bkaradzic/bgfx
* Ref.: https://github.com/bkaradzic/bx
*
*
* LICENSE:
*
* MIT License
*
* Copyright (c) 2022 Crydsch Cube
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include <space_math.h>
#define CameraVec3 Vec3
#define CameraQuat Quat
static inline CameraVec3 cm_init_vec3(float _x, float _y, float _z) {
return bx::Vec3(_x, _y, _z);
}
static inline CameraQuat cm_init_quat(float _x, float _y, float _z, float _w) {
return bx::Quaternion(_x, _y, _z, _w);
}
static inline CameraVec3 cm_mul(CameraVec3 _a, CameraQuat _b) {
return bx::mul(_a, _b);
}
static inline CameraQuat cm_invert(CameraQuat _a) {
return bx::invert(_a);
}
static inline CameraVec3 cm_add(CameraVec3 _a, CameraVec3 _b) {
return bx::add(_a, _b);
}
static inline CameraVec3 cm_scale(CameraVec3 _a, float _b) {
return bx::mul(_a, _b);
}
static inline CameraVec3 cm_cross(CameraVec3 _a, CameraVec3 _b) {
return bx::cross(_a, _b);
}
static inline float cm_min(float _a, float _b) {
return bx::min(_a, _b);
}
static inline float cm_max(float _a, float _b) {
return bx::max(_a, _b);
}
static inline float cm_sqrt(float _a) {
return bx::sqrt(_a);
}
static inline CameraVec3 cm_toEuler(CameraQuat _a) {
return bx::toEuler(_a);
}
static inline CameraQuat cm_fromAxisAngle(CameraVec3 _a, float _b) {
return bx::fromAxisAngle(_a, _b);
}
static inline CameraQuat cm_mulQuat(CameraQuat _a, CameraQuat _b) {
return bx::mul(_a, _b);
}
static inline CameraQuat cm_normalizeQuat(CameraQuat _a) {
return bx::normalize(_a);
}
static inline CameraVec3 cm_normalizeVec3(CameraVec3 _a) {
return bx::normalize(_a);
}
static inline CameraVec3 cm_negate(CameraVec3 _a) {
return bx::neg(_a);
}
static inline void cm_matrixFromQuat(float* _a, CameraQuat _b) {
return bx::mtxFromQuaternion(_a, _b);
}