diff options
Diffstat (limited to 'src/linear.c')
-rw-r--r-- | src/linear.c | 110 |
1 files changed, 55 insertions, 55 deletions
diff --git a/src/linear.c b/src/linear.c index 4a4c958..c38c297 100644 --- a/src/linear.c +++ b/src/linear.c @@ -4,12 +4,12 @@ #include <stdarg.h> #include <math.h> -mat4 -linearLookAt(vec3 position, vec3 target, vec3 world_up) +Mat4 +linearLookAt(Vec3 position, Vec3 target, Vec3 world_up) { - mat4 out = linearMat4Identity(1.0); - mat4 translate; - vec3 cam_dir, cam_right, cam_up; + Mat4 out = linearMat4Identity(1.0); + Mat4 translate; + Vec3 cam_dir, cam_right, cam_up; /* position - target */ cam_dir = linearVec3Add(position, linearVec3ScalarMulp(target, -1.0)); cam_dir = linearVec3Normalize(cam_dir); @@ -31,13 +31,13 @@ linearLookAt(vec3 position, vec3 target, vec3 world_up) return linearMat4Mul(out, translate); } -mat4 +Mat4 linearPerspective(float FoV, float ratio, float near, float far) { - mat4 out = linearMat4Fill(0.0); + Mat4 out = linearMat4Fill(0.0); float FoV_radians = FoV * M_PI / 180; - float width = near * tanf(FoV_radians); - float height = near * tanf(FoV_radians) * ratio; + float width = near * tanf(FoV_radians) * ratio; + float height = near * tanf(FoV_radians); out.matrix[0][0] = near / width; out.matrix[1][1] = near / height; @@ -47,43 +47,43 @@ linearPerspective(float FoV, float ratio, float near, float far) return out; } -mat4 +Mat4 linearTranslate(float T_x, float T_y, float T_z) { - mat4 out = linearMat4Identity(1.0); + Mat4 out = linearMat4Identity(1.0); out.matrix[0][3] = T_x; out.matrix[1][3] = T_y; out.matrix[2][3] = T_z; return out; } -mat4 -linearTranslatev(vec3 T) +Mat4 +linearTranslatev(Vec3 T) { return linearTranslate(T.vector[0], T.vector[1], T.vector[2]); } -mat4 +Mat4 linearScale(float S_x, float S_y, float S_z) { - mat4 out = linearMat4Identity(1.0); + Mat4 out = linearMat4Identity(1.0); out.matrix[0][0] = S_x; out.matrix[1][1] = S_y; out.matrix[2][2] = S_z; return out; } -mat4 -linearScalev(vec3 S) +Mat4 +linearScalev(Vec3 S) { return linearScale(S.vector[0], S.vector[1], S.vector[2]); } -mat4 -linearRotatev(float degree, vec3 R_xyz) +Mat4 +linearRotatev(float degree, Vec3 R_xyz) { - mat4 out = linearMat4Identity(1.0); - vec3 R_xyz_normalized = linearVec3Normalize(R_xyz); + Mat4 out = linearMat4Identity(1.0); + Vec3 R_xyz_normalized = linearVec3Normalize(R_xyz); float radians = degree * M_PI/180.0; float Rx = R_xyz_normalized.vector[0]; float Ry = R_xyz_normalized.vector[1]; @@ -105,17 +105,17 @@ linearRotatev(float degree, vec3 R_xyz) return out; } -mat4 +Mat4 linearRotate(float degree, float Rx, float Ry, float Rz) { return linearRotatev(degree, linearVec3(Rx, Ry, Rz)); } -mat4 +Mat4 linearMat4Fill(float value) { int i, j; - mat4 out; + Mat4 out; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { out.matrix[i][j] = value; @@ -124,11 +124,11 @@ linearMat4Fill(float value) return out; } -mat4 +Mat4 linearMat4Identity(float value) { int i, j; - mat4 out; + Mat4 out; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { if (i == j) out.matrix[i][j] = value; @@ -138,10 +138,10 @@ linearMat4Identity(float value) return out; } -mat4 -linearMat4Transpose(mat4 x) +Mat4 +linearMat4Transpose(Mat4 x) { - mat4 out; + Mat4 out; int i, j; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { @@ -151,10 +151,10 @@ linearMat4Transpose(mat4 x) return out; } -mat4 -linearMat4Mul(mat4 x1, mat4 x2) +Mat4 +linearMat4Mul(Mat4 x1, Mat4 x2) { - mat4 out; + Mat4 out; int i, j, k; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { @@ -166,10 +166,10 @@ linearMat4Mul(mat4 x1, mat4 x2) return out; } -mat4 +Mat4 linearMat4Muln(int n, ...) { - mat4 out; + Mat4 out; if (n <= 0) { fprintf(stderr, "linearMat4Muln() Error: the specified number of args must be a positive integer greater than 0\n"); @@ -177,21 +177,21 @@ linearMat4Muln(int n, ...) va_list(ap); va_start(ap, n); - out = va_arg(ap, mat4); + out = va_arg(ap, Mat4); int i; for (i = 1; i < n; i++) { - out = linearMat4Mul(out, va_arg(ap, mat4)); + out = linearMat4Mul(out, va_arg(ap, Mat4)); } va_end(ap); return out; } -mat4 -linearMat4Add(mat4 x1, mat4 x2) +Mat4 +linearMat4Add(Mat4 x1, Mat4 x2) { int i, j; - mat4 out; + Mat4 out; for (i = 0; i < 4; i++) { for (j = 0; j < 4; j++) { out.matrix[i][j] = x1.matrix[i][j] + x2.matrix[i][j]; @@ -201,15 +201,15 @@ linearMat4Add(mat4 x1, mat4 x2) } float -linearMat4Det(mat4 x) +linearMat4Det(Mat4 x) { return 0.0; } -vec3 -linearVec3ScalarMulp(vec3 x, float scalar) +Vec3 +linearVec3ScalarMulp(Vec3 x, float scalar) { - vec3 out; + Vec3 out; int i; for (i = 0; i < 3; i++) { out.vector[i] = scalar * x.vector[i]; @@ -217,20 +217,20 @@ linearVec3ScalarMulp(vec3 x, float scalar) return out; } -vec3 +Vec3 linearVec3(float x, float y, float z) { - vec3 out; + Vec3 out; out.vector[0] = x; out.vector[1] = y; out.vector[2] = z; return out; } -vec3 -linearVec3Add(vec3 x, vec3 y) +Vec3 +linearVec3Add(Vec3 x, Vec3 y) { - vec3 out; + Vec3 out; int i; for (i = 0; i < 3; i++) { out.vector[i] = x.vector[i] + y.vector[i]; @@ -238,10 +238,10 @@ linearVec3Add(vec3 x, vec3 y) return out; } -vec3 -linearVec3Normalize(vec3 x) +Vec3 +linearVec3Normalize(Vec3 x) { - vec3 out; + Vec3 out; float norm = sqrtf(linearVec3DotProduct(x, x)); int i; if (norm == 0) return x; @@ -251,10 +251,10 @@ linearVec3Normalize(vec3 x) return out; } -vec3 -linearVec3CrossProduct(vec3 x, vec3 y) +Vec3 +linearVec3CrossProduct(Vec3 x, Vec3 y) { - vec3 out; + Vec3 out; out.vector[0] = x.vector[1] * y.vector[2] - x.vector[2] * y.vector[1]; out.vector[1] = - x.vector[0] * y.vector[2] + x.vector[2] * y.vector[0]; out.vector[2] = x.vector[0] * y.vector[1] - x.vector[1] * y.vector[0]; @@ -262,7 +262,7 @@ linearVec3CrossProduct(vec3 x, vec3 y) } float -linearVec3DotProduct(vec3 x, vec3 y) +linearVec3DotProduct(Vec3 x, Vec3 y) { float out = 0; int i; |