License Update
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gb_math.h
85
gb_math.h
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// gb_math.h - v0.04c - public domain C math library - no warranty implied; use at your own risk
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// gb_math.h - v0.04d - public domain C math library - no warranty implied; use at your own risk
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// A C math library geared towards game development
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// use '#define GB_MATH_IMPLEMENTATION' before including to create the implementation in _ONE_ file
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/*
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Version History:
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0.04d - License Update
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0.04c - Use 64-bit murmur64 version on WIN64
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0.04b - Fix strict aliasing in gb_quake_inv_sqrt
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0.04a - Minor bug fixes
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@ -12,10 +13,9 @@ Version History:
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0.01 - Initial Version
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LICENSE
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This software is in the public domain. Where that dedication is not
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recognized, you are granted a perpetual, irrevocable license to copy,
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distribute, and modify this file as you see fit.
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This software is dual-licensed to the public domain and under the following
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license: you are granted a perpetual, irrevocable license to copy, modify,
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publish, and distribute this file as you see fit.
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WARNING
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- This library is _slightly_ experimental and features may not work as expected.
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- This also means that many functions are not documented.
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@ -45,6 +45,7 @@ CONTENTS
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#include <math.h>
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#include <limits.h>
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#include <float.h>
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#include <string.h> // memcpy, memmove, etc.
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#ifndef GB_MATH_DEF
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#ifdef GB_MATH_STATIC
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@ -152,8 +153,8 @@ typedef short gb_half;
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#define GB_MATH_SQRT_THREE 1.73205080756887729352744634150587236f
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#define GB_MATH_SQRT_FIVE 2.23606797749978969640917366873127623f
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#define GB_MATH_LOG_TWO 0.693147180559945309417232121458176568f
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#define GB_MATH_LOG_TEN 2.30258509299404568401799145468436421f
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#define GB_MATH_LOG_TWO 0.693147180559945309417232121458176568f
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#define GB_MATH_LOG_TEN 2.30258509299404568401799145468436421f
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#endif
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@ -171,8 +172,12 @@ GB_MATH_DEF float gb_to_degrees(float radians);
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// NOTE(bill): Because to interpolate angles
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GB_MATH_DEF float gb_angle_diff(float radians_a, float radians_b);
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#ifndef gb_min
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#define gb_min(a, b) ((a) < (b) ? (a) : (b))
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#endif
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#ifndef gb_max
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#define gb_max(a, b) ((a) > (b) ? (a) : (b))
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#endif
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GB_MATH_DEF float gb_sqrt(float a);
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GB_MATH_DEF float gb_quake_inv_sqrt(float a); // NOTE(bill): It's probably better to use 1.0f/gb_sqrt(a)
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@ -775,12 +780,12 @@ float
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gb_half_to_float(gb_half value)
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{
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gb_uif32 result;
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int s = (value >> 15) & 0x00000001;
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int e = (value >> 10) & 0x0000001f;
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int m = value & 0x000003ff;
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int s = (value >> 15) & 0x001;
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int e = (value >> 10) & 0x01f;
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int m = value & 0x3ff;
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if (e == 0) {
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if(m == 0) {
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if (m == 0) {
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// Plus or minus zero
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result.i = (unsigned int)(s << 31);
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return result.f;
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@ -917,34 +922,34 @@ gbVec4 gb_vec4v(float x[4]) { gbVec4 v = {x[0], x[1], x[2
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void gb_vec2_add(gbVec2 *d, gbVec2 v0, gbVec2 v1) { GB_VEC2_3OP(d,v0,+,v1,+0); }
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void gb_vec2_sub(gbVec2 *d, gbVec2 v0, gbVec2 v1) { GB_VEC2_3OP(d,v0,-,v1,+0); }
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void gb_vec2_mul(gbVec2 *d, gbVec2 v, float s) { GB_VEC2_2OP(d,v,* s); }
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void gb_vec2_div(gbVec2 *d, gbVec2 v, float s) { GB_VEC2_2OP(d,v,/ s); }
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void gb_vec2_mul(gbVec2 *d, gbVec2 v, float s) { GB_VEC2_2OP(d,v,* s); }
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void gb_vec2_div(gbVec2 *d, gbVec2 v, float s) { GB_VEC2_2OP(d,v,/ s); }
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void gb_vec3_add(gbVec3 *d, gbVec3 v0, gbVec3 v1) { GB_VEC3_3OP(d,v0,+,v1,+0); }
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void gb_vec3_sub(gbVec3 *d, gbVec3 v0, gbVec3 v1) { GB_VEC3_3OP(d,v0,-,v1,+0); }
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void gb_vec3_mul(gbVec3 *d, gbVec3 v, float s) { GB_VEC3_2OP(d,v,* s); }
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void gb_vec3_div(gbVec3 *d, gbVec3 v, float s) { GB_VEC3_2OP(d,v,/ s); }
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void gb_vec3_mul(gbVec3 *d, gbVec3 v, float s) { GB_VEC3_2OP(d,v,* s); }
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void gb_vec3_div(gbVec3 *d, gbVec3 v, float s) { GB_VEC3_2OP(d,v,/ s); }
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void gb_vec4_add(gbVec4 *d, gbVec4 v0, gbVec4 v1) { GB_VEC4_3OP(d,v0,+,v1,+0); }
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void gb_vec4_sub(gbVec4 *d, gbVec4 v0, gbVec4 v1) { GB_VEC4_3OP(d,v0,-,v1,+0); }
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void gb_vec4_mul(gbVec4 *d, gbVec4 v, float s) { GB_VEC4_2OP(d,v,* s); }
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void gb_vec4_div(gbVec4 *d, gbVec4 v, float s) { GB_VEC4_2OP(d,v,/ s); }
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void gb_vec4_mul(gbVec4 *d, gbVec4 v, float s) { GB_VEC4_2OP(d,v,* s); }
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void gb_vec4_div(gbVec4 *d, gbVec4 v, float s) { GB_VEC4_2OP(d,v,/ s); }
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void gb_vec2_addeq(gbVec2 *d, gbVec2 v) { GB_VEC2_3OP(d,(*d),+,v,+0); }
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void gb_vec2_subeq(gbVec2 *d, gbVec2 v) { GB_VEC2_3OP(d,(*d),-,v,+0); }
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void gb_vec2_muleq(gbVec2 *d, float s) { GB_VEC2_2OP(d,(*d),* s); }
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void gb_vec2_diveq(gbVec2 *d, float s) { GB_VEC2_2OP(d,(*d),/ s); }
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void gb_vec2_addeq(gbVec2 *d, gbVec2 v) { GB_VEC2_3OP(d,(*d),+,v,+0); }
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void gb_vec2_subeq(gbVec2 *d, gbVec2 v) { GB_VEC2_3OP(d,(*d),-,v,+0); }
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void gb_vec2_muleq(gbVec2 *d, float s) { GB_VEC2_2OP(d,(*d),* s); }
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void gb_vec2_diveq(gbVec2 *d, float s) { GB_VEC2_2OP(d,(*d),/ s); }
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void gb_vec3_addeq(gbVec3 *d, gbVec3 v) { GB_VEC3_3OP(d,(*d),+,v,+0); }
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void gb_vec3_subeq(gbVec3 *d, gbVec3 v) { GB_VEC3_3OP(d,(*d),-,v,+0); }
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void gb_vec3_muleq(gbVec3 *d, float s) { GB_VEC3_2OP(d,(*d),* s); }
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void gb_vec3_diveq(gbVec3 *d, float s) { GB_VEC3_2OP(d,(*d),/ s); }
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void gb_vec3_addeq(gbVec3 *d, gbVec3 v) { GB_VEC3_3OP(d,(*d),+,v,+0); }
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void gb_vec3_subeq(gbVec3 *d, gbVec3 v) { GB_VEC3_3OP(d,(*d),-,v,+0); }
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void gb_vec3_muleq(gbVec3 *d, float s) { GB_VEC3_2OP(d,(*d),* s); }
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void gb_vec3_diveq(gbVec3 *d, float s) { GB_VEC3_2OP(d,(*d),/ s); }
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void gb_vec4_addeq(gbVec4 *d, gbVec4 v) { GB_VEC4_3OP(d,(*d),+,v,+0); }
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void gb_vec4_subeq(gbVec4 *d, gbVec4 v) { GB_VEC4_3OP(d,(*d),-,v,+0); }
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void gb_vec4_muleq(gbVec4 *d, float s) { GB_VEC4_2OP(d,(*d),* s); }
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void gb_vec4_diveq(gbVec4 *d, float s) { GB_VEC4_2OP(d,(*d),/ s); }
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void gb_vec4_addeq(gbVec4 *d, gbVec4 v) { GB_VEC4_3OP(d,(*d),+,v,+0); }
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void gb_vec4_subeq(gbVec4 *d, gbVec4 v) { GB_VEC4_3OP(d,(*d),-,v,+0); }
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void gb_vec4_muleq(gbVec4 *d, float s) { GB_VEC4_2OP(d,(*d),* s); }
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void gb_vec4_diveq(gbVec4 *d, float s) { GB_VEC4_2OP(d,(*d),/ s); }
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#undef GB_VEC2_2OP
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float
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gb_vec2_aspect_ratio(gbVec2 v)
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{
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if (v.y < 0.0001f)
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return 0.0f;
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return v.x/v.y;
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}
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float gb_vec2_aspect_ratio(gbVec2 v) { return (v.y < 0.0001f) ? 0.0f : v.x/v.y; }
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m[1][0] = 0; m[1][1] = 1;
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}
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void
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gb_mat2_mul_vec2(gbVec2 *out, gbMat2 *m, gbVec2 in)
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{
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gb_float22_mul_vec2(out, gb_float22_m(m), in);
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}
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void gb_mat2_mul_vec2(gbVec2 *out, gbMat2 *m, gbVec2 in) { gb_float22_mul_vec2(out, gb_float22_m(m), in); }
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gbMat2 *gb_mat2_v(gbVec2 m[2]) { return (gbMat2 *)m; }
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gbMat2 *gb_mat2_v(gbVec2 m[2]) { return (gbMat2 *)m; }
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gbMat2 *gb_mat2_f(float m[2][2]) { return (gbMat2 *)m; }
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gbFloat2 *gb_float22_m(gbMat2 *m) { return (gbFloat2 *)m; }
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gbFloat2 *gb_float22_v(gbVec2 m[2]) { return (gbFloat2 *)m; }
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gbFloat2 *gb_float22_4(float m[4]) { return (gbFloat2 *)m; }
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gbFloat2 *gb_float22_m(gbMat2 *m) { return (gbFloat2 *)m; }
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gbFloat2 *gb_float22_v(gbVec2 m[2]) { return (gbFloat2 *)m; }
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gbFloat2 *gb_float22_4(float m[4]) { return (gbFloat2 *)m; }
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void
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gb_float22_transpose(float (*vec)[2])
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