#include "maths.h" #include #include vgltf_vec3 vgltf_vec3_sub(vgltf_vec3 lhs, vgltf_vec3 rhs) { return (vgltf_vec3){.x = lhs.x - rhs.x, .y = lhs.y - rhs.y, .z = lhs.z - rhs.z}; } vgltf_vec3 vgltf_vec3_cross(vgltf_vec3 lhs, vgltf_vec3 rhs) { return (vgltf_vec3){.x = lhs.y * rhs.z - lhs.z * rhs.y, .y = lhs.z * rhs.x - lhs.x * rhs.z, .z = lhs.x * rhs.y - lhs.y * rhs.x}; } vgltf_vec_value_type vgltf_vec3_dot(vgltf_vec3 lhs, vgltf_vec3 rhs) { return lhs.x * rhs.x + lhs.y * rhs.y + lhs.z * rhs.z; } vgltf_vec_value_type vgltf_vec3_length(vgltf_vec3 vec) { return sqrtf(vec.x * vec.x + vec.y * vec.y + vec.z * vec.z); } vgltf_vec3 vgltf_vec3_normalized(vgltf_vec3 vec) { vgltf_vec_value_type length = vgltf_vec3_length(vec); return (vgltf_vec3){ .x = vec.x / length, .y = vec.y / length, .z = vec.z / length}; } void vgltf_mat4_multiply(vgltf_mat4 out, vgltf_mat4 lhs, vgltf_mat4 rhs) { for (int i = 0; i < 4; ++i) { for (int j = 0; j < 4; ++j) { out[i * 4 + j] = lhs[i * 4 + 0] * rhs[0 * 4 + j] + lhs[i * 4 + 1] * rhs[1 * 4 + j] + lhs[i * 4 + 2] * rhs[2 * 4 + j] + lhs[i * 4 + 3] * rhs[3 * 4 + j]; } } } void vgltf_mat4_rotate(vgltf_mat4 out, vgltf_mat4 matrix, vgltf_mat_value_type angle_radians, vgltf_vec3 axis) { vgltf_vec3 a = vgltf_vec3_normalized(axis); vgltf_vec_value_type c = cosf(angle_radians); vgltf_vec_value_type s = sinf(angle_radians); vgltf_vec_value_type t = 1.f - c; vgltf_mat4 rotation_matrix = {t * a.x * a.x + c, t * a.x * a.y - s * a.z, t * a.x * a.z + s * a.y, 0.f, t * a.x * a.y + s * a.z, t * a.y * a.y + c, t * a.y * a.z - s * a.x, 0.f, t * a.x * a.z - s * a.y, t * a.y * a.z + s * a.x, t * a.z * a.z + c, 0.f, 0.f, 0.f, 0.f, 1.f}; vgltf_mat4_multiply(out, matrix, rotation_matrix); } void vgltf_mat4_look_at(vgltf_mat4 out, vgltf_vec3 eye_position, vgltf_vec3 target_position, vgltf_vec3 up_axis) { vgltf_vec3 forward = vgltf_vec3_normalized(vgltf_vec3_sub(target_position, eye_position)); vgltf_vec3 right = vgltf_vec3_normalized(vgltf_vec3_cross(forward, up_axis)); vgltf_vec3 camera_up = vgltf_vec3_cross(right, forward); memcpy(out, (const vgltf_mat4)VGLTF_MAT4_IDENTITY, sizeof(vgltf_mat4)); out[0 * 4 + 0] = right.x; out[1 * 4 + 0] = right.y; out[2 * 4 + 0] = right.z; out[0 * 4 + 1] = camera_up.x; out[1 * 4 + 1] = camera_up.y; out[2 * 4 + 1] = camera_up.z; out[0 * 4 + 2] = -forward.x; out[1 * 4 + 2] = -forward.y; out[2 * 4 + 2] = -forward.z; out[3 * 4 + 0] = -vgltf_vec3_dot(right, eye_position); out[3 * 4 + 1] = -vgltf_vec3_dot(camera_up, eye_position); out[3 * 4 + 2] = vgltf_vec3_dot(forward, eye_position); } void vgltf_mat4_perspective(vgltf_mat4 out, vgltf_mat_value_type fov_radians, vgltf_mat_value_type aspect_ratio, vgltf_mat_value_type near, vgltf_mat_value_type far) { float tan_half_fovy = tanf(fov_radians / 2.0f); out[0] = 1.f / (aspect_ratio * tan_half_fovy); out[1] = 0.0f; out[2] = 0.0f; out[3] = 0.0f; out[4] = 0.0f; out[5] = 1.f / tan_half_fovy; out[6] = 0.0f; out[7] = 0.0f; out[8] = 0.0f; out[9] = 0.0f; out[10] = -(far + near) / (far - near); out[11] = -1.0f; out[12] = 0.0f; out[13] = 0.0f; out[14] = -(2.0f * far * near) / (far - near); out[15] = 0.0f; }