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