#define PI32 3.14159265359f #define PI64 3.14159265358979323846 #define TAU32 (2.0f * PI32) #define TAU64 (2.0 * PI64) #define RAD_PER_DEG (PI64 / 180.0) #define DEG_PER_RAD (180.0 / PI64) #define to_radians (degrees) (((float)degrees)*(float)RAD_PER_DEG) #define to_degrees (radians) (((float)radians)*(float)DEG_PER_RAD) #define to_radians64(degrees) (((float64)degrees)*(float64)RAD_PER_DEG) #define to_degrees64(radians) (((float64)radians)*(float64)DEG_PER_RAD) #define to_radians32 to_radians #define to_degrees32 to_degrees typedef union Vector2 { struct {float x, y;}; } Vector2; inline Vector2 v2(float x, float y) { return (Vector2){x, y}; } #define v2_expand(v) (v).x, (v).y typedef union Vector3 { struct {float x, y, z;}; struct {float r, g, b;}; struct {Vector2 xy;}; struct {float _x; Vector2 yz;}; } Vector3; inline Vector3 v3(float x, float y, float z) { return (Vector3){x, y, z}; } #define v3_expand(v) (v).x, (v).y, (v).z typedef union Vector4 { struct {float x, y, z, w;}; struct {float x1, y1, x2, y2;}; struct {float r, g, b, a;}; struct {float left, bottom, right, top;}; struct {Vector2 xy; Vector2 zw;}; struct {Vector3 xyz;}; struct {float _x; Vector3 yzw;}; } Vector4; inline Vector4 v4(float x, float y, float z, float w) { return (Vector4){x, y, z, w}; } #define v4_expand(v) (v).x, (v).y, (v).z, (v).w // #Simd #Speed inline Vector2 v2_add(Vector2 a, Vector2 b) { return v2(a.x + b.x, a.y + b.y); } inline Vector3 v3_add(Vector3 a, Vector3 b) { return v3(a.x + b.x, a.y + b.y, a.z + b.z); } inline Vector4 v4_add(Vector4 a, Vector4 b) { return v4(a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w); } inline Vector2 v2_sub(Vector2 a, Vector2 b) { return v2(a.x - b.x, a.y - b.y); } inline Vector3 v3_sub(Vector3 a, Vector3 b) { return v3(a.x - b.x, a.y - b.y, a.z - b.z); } inline Vector4 v4_sub(Vector4 a, Vector4 b) { return v4(a.x - b.x, a.y - b.y, a.z - b.z, a.w - b.w); } inline Vector2 v2_mul(Vector2 a, Vector2 b) { return v2(a.x * b.x, a.y * b.y); } inline Vector2 v2_mulf(Vector2 a, float b) { return v2(a.x * b, a.y * b); } inline Vector3 v3_mul(Vector3 a, Vector3 b) { return v3(a.x * b.x, a.y * b.y, a.z * b.z); } inline Vector4 v4_mul(Vector4 a, Vector4 b) { return v4(a.x * b.x, a.y * b.y, a.z * b.z, a.w * b.w); } inline Vector2 v2_div(Vector2 a, Vector2 b) { return v2(a.x / b.x, a.y / b.y); } inline Vector3 v3_div(Vector3 a, Vector3 b) { return v3(a.x / b.x, a.y / b.y, a.z / b.z); } inline Vector4 v4_div(Vector4 a, Vector4 b) { return v4(a.x / b.x, a.y / b.y, a.z / b.z, a.w / b.w); } inline Vector2 v2_normalize(Vector2 a) { float length = sqrt(a.x * a.x + a.y * a.y); if (length == 0) { return (Vector2){0, 0}; } return (Vector2){a.x / length, a.y / length}; } Vector2 v2_rotate_point_around_pivot(Vector2 point, Vector2 pivot, float rotation_radians) { float s = sin(rotation_radians); float c = cos(rotation_radians); point.x -= pivot.x; point.y -= pivot.y; float x_new = point.x * c - point.y * s; float y_new = point.x * s + point.y * c; point.x = x_new + pivot.x; point.y = y_new + pivot.y; return point; } typedef struct Matrix4 { union {float m[4][4]; float data[16]; }; } Matrix4; Matrix4 m4_scalar(float scalar) { Matrix4 m; for (int i = 0; i < 16; i++) { m.data[i] = 0.0f; } m.data[0] = scalar; m.data[5] = scalar; m.data[10] = scalar; m.data[15] = scalar; return m; } Matrix4 m4_make_translation(Vector3 translation) { Matrix4 m = m4_scalar(1.0); m.m[0][0] = 1.0f; m.m[1][1] = 1.0f; m.m[2][2] = 1.0f; m.m[3][3] = 1.0f; m.m[0][3] = translation.x; m.m[1][3] = translation.y; m.m[2][3] = translation.z; return m; } Matrix4 m4_make_rotation(Vector3 axis, float radians) { Matrix4 m = m4_scalar(1.0); float c = cosf(radians); float s = sinf(radians); float t = 1.0f - c; m.m[0][0] = c + axis.x * axis.x * t; m.m[0][1] = axis.x * axis.y * t + axis.z * s; m.m[0][2] = axis.x * axis.z * t - axis.y * s; m.m[1][0] = axis.y * axis.x * t - axis.z * s; m.m[1][1] = c + axis.y * axis.y * t; m.m[1][2] = axis.y * axis.z * t + axis.x * s; m.m[2][0] = axis.z * axis.x * t + axis.y * s; m.m[2][1] = axis.z * axis.y * t - axis.x * s; m.m[2][2] = c + axis.z * axis.z * t; m.m[3][3] = 1.0f; return m; } inline Matrix4 m4_make_rotation_z(float radians) { return m4_make_rotation(v3(0, 0, 1), radians); } Matrix4 m4_make_scale(Vector3 scale) { Matrix4 m = m4_scalar(1.0); m.m[0][0] = scale.x; m.m[1][1] = scale.y; m.m[2][2] = scale.z; m.m[3][3] = 1.0f; return m; } Matrix4 m4_multiply(Matrix4 a, Matrix4 b) { Matrix4 result; for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { result.m[i][j] = a.m[i][0] * b.m[0][j] + a.m[i][1] * b.m[1][j] + a.m[i][2] * b.m[2][j] + a.m[i][3] * b.m[3][j]; } } return result; } inline Matrix4 m4_translate(Matrix4 m, Vector3 translation) { Matrix4 translation_matrix = m4_make_translation(translation); return m4_multiply(m, translation_matrix); } inline Matrix4 m4_rotate(Matrix4 m, Vector3 axis, float radians) { Matrix4 rotation_matrix = m4_make_rotation(axis, radians); return m4_multiply(m, rotation_matrix); } inline Matrix4 m4_rotate_z(Matrix4 m, float radians) { Matrix4 rotation_matrix = m4_make_rotation(v3(0, 0, 1), radians); return m4_multiply(m, rotation_matrix); } inline Matrix4 m4_scale(Matrix4 m, Vector3 scale) { Matrix4 scale_matrix = m4_make_scale(scale); return m4_multiply(m, scale_matrix); } // _near & _far because microsoft... Matrix4 m4_make_orthographic_projection(float left, float right, float bottom, float top, float _near, float _far) { Matrix4 m = m4_scalar(1.0f); m.m[0][0] = 2.0f / (right - left); m.m[1][1] = 2.0f / (top - bottom); m.m[2][2] = -2.0f / (_far - _near); m.m[0][3] = -(right + left) / (right - left); m.m[1][3] = -(top + bottom) / (top - bottom); m.m[2][3] = -(_far + _near) / (_far - _near); m.m[3][3] = 1.0f; return m; } Vector4 m4_transform(Matrix4 m, Vector4 v) { Vector4 result; result.x = m.m[0][0] * v.x + m.m[0][1] * v.y + m.m[0][2] * v.z + m.m[0][3] * v.w; result.y = m.m[1][0] * v.x + m.m[1][1] * v.y + m.m[1][2] * v.z + m.m[1][3] * v.w; result.z = m.m[2][0] * v.x + m.m[2][1] * v.y + m.m[2][2] * v.z + m.m[2][3] * v.w; result.w = m.m[3][0] * v.x + m.m[3][1] * v.y + m.m[3][2] * v.z + m.m[3][3] * v.w; return result; } Matrix4 m4_inverse(Matrix4 m) { Matrix4 inv; float det; inv.m[0][0] = m.m[1][1] * m.m[2][2] * m.m[3][3] - m.m[1][1] * m.m[2][3] * m.m[3][2] - m.m[2][1] * m.m[1][2] * m.m[3][3] + m.m[2][1] * m.m[1][3] * m.m[3][2] + m.m[3][1] * m.m[1][2] * m.m[2][3] - m.m[3][1] * m.m[1][3] * m.m[2][2]; inv.m[1][0] = -m.m[1][0] * m.m[2][2] * m.m[3][3] + m.m[1][0] * m.m[2][3] * m.m[3][2] + m.m[2][0] * m.m[1][2] * m.m[3][3] - m.m[2][0] * m.m[1][3] * m.m[3][2] - m.m[3][0] * m.m[1][2] * m.m[2][3] + m.m[3][0] * m.m[1][3] * m.m[2][2]; inv.m[2][0] = m.m[1][0] * m.m[2][1] * m.m[3][3] - m.m[1][0] * m.m[2][3] * m.m[3][1] - m.m[2][0] * m.m[1][1] * m.m[3][3] + m.m[2][0] * m.m[1][3] * m.m[3][1] + m.m[3][0] * m.m[1][1] * m.m[2][3] - m.m[3][0] * m.m[1][3] * m.m[2][1]; inv.m[3][0] = -m.m[1][0] * m.m[2][1] * m.m[3][2] + m.m[1][0] * m.m[2][2] * m.m[3][1] + m.m[2][0] * m.m[1][1] * m.m[3][2] - m.m[2][0] * m.m[1][2] * m.m[3][1] - m.m[3][0] * m.m[1][1] * m.m[2][2] + m.m[3][0] * m.m[1][2] * m.m[2][1]; inv.m[0][1] = -m.m[0][1] * m.m[2][2] * m.m[3][3] + m.m[0][1] * m.m[2][3] * m.m[3][2] + m.m[2][1] * m.m[0][2] * m.m[3][3] - m.m[2][1] * m.m[0][3] * m.m[3][2] - m.m[3][1] * m.m[0][2] * m.m[2][3] + m.m[3][1] * m.m[0][3] * m.m[2][2]; inv.m[1][1] = m.m[0][0] * m.m[2][2] * m.m[3][3] - m.m[0][0] * m.m[2][3] * m.m[3][2] - m.m[2][0] * m.m[0][2] * m.m[3][3] + m.m[2][0] * m.m[0][3] * m.m[3][2] + m.m[3][0] * m.m[0][2] * m.m[2][3] - m.m[3][0] * m.m[0][3] * m.m[2][2]; inv.m[2][1] = -m.m[0][0] * m.m[2][1] * m.m[3][3] + m.m[0][0] * m.m[2][3] * m.m[3][1] + m.m[2][0] * m.m[0][1] * m.m[3][3] - m.m[2][0] * m.m[0][3] * m.m[3][1] - m.m[3][0] * m.m[0][1] * m.m[2][3] + m.m[3][0] * m.m[0][3] * m.m[2][1]; inv.m[3][1] = m.m[0][0] * m.m[2][1] * m.m[3][2] - m.m[0][0] * m.m[2][2] * m.m[3][1] - m.m[2][0] * m.m[0][1] * m.m[3][2] + m.m[2][0] * m.m[0][2] * m.m[3][1] + m.m[3][0] * m.m[0][1] * m.m[2][2] - m.m[3][0] * m.m[0][2] * m.m[2][1]; inv.m[0][2] = m.m[0][1] * m.m[1][2] * m.m[3][3] - m.m[0][1] * m.m[1][3] * m.m[3][2] - m.m[1][1] * m.m[0][2] * m.m[3][3] + m.m[1][1] * m.m[0][3] * m.m[3][2] + m.m[3][1] * m.m[0][2] * m.m[1][3] - m.m[3][1] * m.m[0][3] * m.m[1][2]; inv.m[1][2] = -m.m[0][0] * m.m[1][2] * m.m[3][3] + m.m[0][0] * m.m[1][3] * m.m[3][2] + m.m[1][0] * m.m[0][2] * m.m[3][3] - m.m[1][0] * m.m[0][3] * m.m[3][2] - m.m[3][0] * m.m[0][2] * m.m[1][3] + m.m[3][0] * m.m[0][3] * m.m[1][2]; inv.m[2][2] = m.m[0][0] * m.m[1][1] * m.m[3][3] - m.m[0][0] * m.m[1][3] * m.m[3][1] - m.m[1][0] * m.m[0][1] * m.m[3][3] + m.m[1][0] * m.m[0][3] * m.m[3][1] + m.m[3][0] * m.m[0][1] * m.m[1][3] - m.m[3][0] * m.m[0][3] * m.m[1][1]; inv.m[3][2] = -m.m[0][0] * m.m[1][1] * m.m[3][2] + m.m[0][0] * m.m[1][2] * m.m[3][1] + m.m[1][0] * m.m[0][1] * m.m[3][2] - m.m[1][0] * m.m[0][2] * m.m[3][1] - m.m[3][0] * m.m[0][1] * m.m[1][2] + m.m[3][0] * m.m[0][2] * m.m[1][1]; inv.m[0][3] = -m.m[0][1] * m.m[1][2] * m.m[2][3] + m.m[0][1] * m.m[1][3] * m.m[2][2] + m.m[1][1] * m.m[0][2] * m.m[2][3] - m.m[1][1] * m.m[0][3] * m.m[2][2] - m.m[2][1] * m.m[0][2] * m.m[1][3] + m.m[2][1] * m.m[0][3] * m.m[1][2]; inv.m[1][3] = m.m[0][0] * m.m[1][2] * m.m[2][3] - m.m[0][0] * m.m[1][3] * m.m[2][2] - m.m[1][0] * m.m[0][2] * m.m[2][3] + m.m[1][0] * m.m[0][3] * m.m[2][2] + m.m[2][0] * m.m[0][2] * m.m[1][3] - m.m[2][0] * m.m[0][3] * m.m[1][2]; inv.m[2][3] = -m.m[0][0] * m.m[1][1] * m.m[2][3] + m.m[0][0] * m.m[1][3] * m.m[2][1] + m.m[1][0] * m.m[0][1] * m.m[2][3] - m.m[1][0] * m.m[0][3] * m.m[2][1] - m.m[2][0] * m.m[0][1] * m.m[1][3] + m.m[2][0] * m.m[0][3] * m.m[1][1]; inv.m[3][3] = m.m[0][0] * m.m[1][1] * m.m[2][2] - m.m[0][0] * m.m[1][2] * m.m[2][1] - m.m[1][0] * m.m[0][1] * m.m[2][2] + m.m[1][0] * m.m[0][2] * m.m[2][1] + m.m[2][0] * m.m[0][1] * m.m[1][2] - m.m[2][0] * m.m[0][2] * m.m[1][1]; det = m.m[0][0] * inv.m[0][0] + m.m[0][1] * inv.m[1][0] + m.m[0][2] * inv.m[2][0] + m.m[0][3] * inv.m[3][0]; if (det == 0) return m4_scalar(0); det = 1.0f / det; for (int i = 0; i < 4; i++) { for (int j = 0; j < 4; j++) { inv.m[i][j] *= det; } } return inv; }