#include "linmath.h" #include #include const vec3 UNIT_X = {.x = 1, .y = 0, .z = 0}; const vec3 UNIT_Y = {.x = 0, .y = 1, .z = 0}; const vec3 UNIT_Z = {.x = 0, .y = 0, .z = 1}; const vec3 UNIT_X_NEG = {.x = -1, .y = 0, .z = 0}; const vec3 UNIT_Y_NEG = {.x = 0, .y = -1, .z = 0}; const vec3 UNIT_Z_NEG = {.x = 0, .y = 0, .z = -1}; void vec2_fill(vec2* res, float x, float y) { res->x = x; res->y = y; } void vec2_add(vec2* res, vec2* v1, vec2* v2) { res->x = v1->x + v2->x; res->y = v1->y + v2->y; } void vec2_sub(vec2* res, vec2* v1, vec2* v2) { res->x = v1->x - v2->x; res->y = v1->y - v2->y; } void vec2_assign(vec2* res, vec2* val) { res->x = val->x; res->y = val->y; } float vec2_len(vec2* val) { return sqrtf((val->x * val->x) + (val->y * val->y)); } void vec2_norm(vec2* res, vec2* val) { if (!val->x && !val->y) { vec2_assign(res, val); return; } float l = 1.0f / vec2_len(val); vec2 v; v.x = val->x * l; v.y = val->y * l; res->x = v.x; res->y = v.y; } void vec2_mul(vec2* res, vec2* v1, vec2* v2) { res->x = v1->x * v2->x; res->y = v1->y * v2->y; } void vec3_fill(vec3* res, float x, float y, float z) { res->x = x; res->y = y; res->z = z; } void vec3_add(vec3* res, const vec3* v1, const vec3* v3) { res->x = v1->x + v3->x; res->y = v1->y + v3->y; res->z = v1->z + v3->z; } void vec3_sub(vec3* res, const vec3* v1, const vec3* v3) { res->x = v1->x - v3->x; res->y = v1->y - v3->y; res->z = v1->z - v3->z; } void vec3_assign(vec3* res, const vec3* val) { res->x = val->x; res->y = val->y; res->z = val->z; } void vec3_cross(vec3* res, const vec3* v1, const vec3* v2) { vec3 v; v.x = (v1->y * v2->z) - (v1->z * v2->y); v.y = (v1->z * v2->x) - (v1->x * v2->z); v.z = (v1->x * v2->y) - (v1->y * v2->x); res->x = v.x; res->y = v.y; res->z = v.z; } float vec3_len(vec3* val) { return sqrtf((val->x * val->x) + (val->y * val->y) + (val->z * val->z)); } void vec3_norm(vec3* res, vec3* val) { if (!val->x && !val->y && !val->z) { vec3_assign(res, val); return; } float l = 1.0f / vec3_len(val); vec3 v; v.x = val->x * l; v.y = val->y * l; v.z = val->z * l; res->x = v.x; res->y = v.y; res->z = v.z; } void vec3_mul(vec3* res, vec3* v1, vec3* v3) { res->x = v1->x * v3->x; res->y = v1->y * v3->y; res->z = v1->z * v3->z; } void vec3_mul_mat4(vec3* res, vec3* val, mat4* mat) { vec3 v; v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8] + mat->mat[12]; v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9] + mat->mat[13]; v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10] + mat->mat[14]; res->x = v.x; res->y = v.y; res->z = v.z; } void vec3_scale(vec3* res, const vec3* val, float s) { res->x = val->x * s; res->y = val->y * s; res->z = val->z * s; } int vec3_equals(vec3* v1, vec3* v2) { if ((v1->x < (v2->x + EPSILON) && v1->x > (v2->x - EPSILON)) && (v1->y < (v2->y + EPSILON) && v1->y > (v2->y - EPSILON)) && (v1->z < (v2->z + EPSILON) && v1->z > (v2->z - EPSILON))) return 1; return 0; } void vec3_transform_norm(vec3* res, const vec3* val, const mat4* mat) { /* a = (Vx, Vy, Vz, 0) b = (a×M)T Out = (bx, by, bz) Omits the translation, only scaling + rotating*/ vec3 v; v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8]; v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9]; v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10]; res->x = v.x; res->y = v.y; res->z = v.z; } float vec3_dot(vec3* v1, vec3* v2) { return (v1->x * v2->x + v1->y * v2->y + v1->z * v2->z); } void vec4_fill(vec4* res, float x, float y, float z, float w) { res->x = x; res->y = y; res->z = z; res->w = w; } void vec4_fill_vec3(vec4* res, const vec3* v, float w) { res->x = v->x; res->y = v->y; res->z = v->z; res->w = w; } void vec4_add(vec4* res, vec4* v1, vec4* v4) { res->x = v1->x + v4->x; res->y = v1->y + v4->y; res->z = v1->z + v4->z; res->w = v1->w + v4->w; } void vec4_sub(vec4* res, vec4* v1, vec4* v4) { res->x = v1->x - v4->x; res->y = v1->y - v4->y; res->z = v1->z - v4->z; res->w = v1->w - v4->w; } void vec4_assign(vec4* res, vec4* val) { res->x = val->x; res->y = val->y; res->z = val->z; res->w = val->w; } float vec4_len(vec4* val) { return sqrtf((val->x * val->x) + (val->y * val->y) + (val->z * val->z) + (val->w * val->w)); } void vec4_norm(vec4* res, vec4* val) { if (!val->x && !val->y && !val->z && !val->w) { vec4_assign(res, val); return; } float l = 1.0f / vec4_len(val); vec4 v; v.x = val->x * l; v.y = val->y * l; v.z = val->z * l; v.w = val->w * l; res->x = v.x; res->y = v.y; res->z = v.z; res->w = v.w; } void vec4_mul(vec4* res, vec4* v1, vec4* v4) { res->x = v1->x * v4->x; res->y = v1->y * v4->y; res->z = v1->z * v4->z; res->w = v1->w * v4->w; } void vec4_mul_mat4(vec4* res, vec4* val, mat4* mat) { vec4 v; v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8] + mat->mat[12]; v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9] + mat->mat[14]; v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10] + mat->mat[14]; v.w = val->x * mat->mat[2] + val->y * mat->mat[6] + val->w * mat->mat[10] + mat->mat[14]; res->x = v.x; res->y = v.y; res->z = v.z; res->w = v.w; } void vec4_scale(vec4* res, const vec4* val, float s) { res->x = val->x * s; res->y = val->y * s; res->z = val->z * s; res->w = val->w * s; } int vec4_equals(vec4* v1, vec4* v2) { if ((v1->x < (v2->x + EPSILON) && v1->x > (v2->x - EPSILON)) && (v1->y < (v2->y + EPSILON) && v1->y > (v2->y - EPSILON)) && (v1->z < (v2->z + EPSILON) && v1->z > (v2->z - EPSILON)) && (v1->w < (v2->w + EPSILON) && v1->w > (v2->w - EPSILON))) return 1; return 0; } void vec4_transform_norm(vec4* res, const vec4* val, const mat4* mat) { /* a = (Vx, Vy, Vz, 0) b = (a×M)T Out = (bx, by, bz) Omits the translation, only scaling + rotating*/ vec4 v; v.x = val->x * mat->mat[0] + val->y * mat->mat[4] + val->z * mat->mat[8]; v.y = val->x * mat->mat[1] + val->y * mat->mat[5] + val->z * mat->mat[9]; v.z = val->x * mat->mat[2] + val->y * mat->mat[6] + val->z * mat->mat[10]; res->x = v.x; res->y = v.y; res->z = v.z; } void mat4_identity(mat4* res) { memset(res->mat, 0, sizeof(float) * 16); res->mat[0] = res->mat[5] = res->mat[10] = res->mat[15] = 1.0f; } void mat4_mul(mat4* res, const mat4* mat1, const mat4* mat2) { float mat[16]; const float *m1 = mat1->mat, *m2 = mat2->mat; mat[0] = m1[0] * m2[0] + m1[4] * m2[1] + m1[8] * m2[2] + m1[12] * m2[3]; mat[1] = m1[1] * m2[0] + m1[5] * m2[1] + m1[9] * m2[2] + m1[13] * m2[3]; mat[2] = m1[2] * m2[0] + m1[6] * m2[1] + m1[10] * m2[2] + m1[14] * m2[3]; mat[3] = m1[3] * m2[0] + m1[7] * m2[1] + m1[11] * m2[2] + m1[15] * m2[3]; mat[4] = m1[0] * m2[4] + m1[4] * m2[5] + m1[8] * m2[6] + m1[12] * m2[7]; mat[5] = m1[1] * m2[4] + m1[5] * m2[5] + m1[9] * m2[6] + m1[13] * m2[7]; mat[6] = m1[2] * m2[4] + m1[6] * m2[5] + m1[10] * m2[6] + m1[14] * m2[7]; mat[7] = m1[3] * m2[4] + m1[7] * m2[5] + m1[11] * m2[6] + m1[15] * m2[7]; mat[8] = m1[0] * m2[8] + m1[4] * m2[9] + m1[8] * m2[10] + m1[12] * m2[11]; mat[9] = m1[1] * m2[8] + m1[5] * m2[9] + m1[9] * m2[10] + m1[13] * m2[11]; mat[10] = m1[2] * m2[8] + m1[6] * m2[9] + m1[10] * m2[10] + m1[14] * m2[11]; mat[11] = m1[3] * m2[8] + m1[7] * m2[9] + m1[11] * m2[10] + m1[15] * m2[11]; mat[12] = m1[0] * m2[12] + m1[4] * m2[13] + m1[8] * m2[14] + m1[12] * m2[15]; mat[13] = m1[1] * m2[12] + m1[5] * m2[13] + m1[9] * m2[14] + m1[13] * m2[15]; mat[14] = m1[2] * m2[12] + m1[6] * m2[13] + m1[10] * m2[14] + m1[14] * m2[15]; mat[15] = m1[3] * m2[12] + m1[7] * m2[13] + m1[11] * m2[14] + m1[15] * m2[15]; memcpy(res->mat, mat, sizeof(float)*16); } void mat4_translate(mat4* res, float x, float y, float z) { memset(res->mat, 0, sizeof(float) * 16); res->mat[0] = 1.0f; res->mat[5] = 1.0f; res->mat[10] = 1.0f; res->mat[12] = x; res->mat[13] = y; res->mat[14] = z; res->mat[15] = 1.0f; } void mat4_lookat(mat4* res, const vec3* eye, const vec3* center, const vec3* up_vec) { vec3 f, up, s, u; mat4 translate; vec3_sub(&f, center, eye); vec3_norm(&f, &f); vec3_assign(&up, up_vec); vec3_norm(&up, &up); vec3_cross(&s, &f, &up); vec3_norm(&s, &s); vec3_cross(&u, &s, &f); vec3_norm(&s, &s); mat4_identity(res); res->mat[0] = s.x; res->mat[4] = s.y; res->mat[8] = s.z; res->mat[1] = u.x; res->mat[5] = u.y; res->mat[9] = u.z; res->mat[2] = -f.x; res->mat[6] = -f.y; res->mat[10] = -f.z; mat4_translate(&translate, -eye->x, -eye->y, -eye->z); mat4_mul(res, res, &translate); } void mat4_perspective(mat4* res, float fov, float aspect, float nearz, float farz ) { float r = TO_RADIANS(fov / 2); float deltaz = farz - nearz; float s = sin(r); float cotangent = 0; if (deltaz == 0 || s == 0 || aspect == 0) return; cotangent = cos(r) / s; mat4_identity(res); res->mat[0] = cotangent / aspect; res->mat[5] = cotangent; res->mat[10] = -(farz + nearz) / deltaz; res->mat[11] = -1; res->mat[14] = -2 * nearz * farz / deltaz; res->mat[15] = 0; } void mat4_ortho(mat4* res, float left, float right, float bottom, float top, float nearz, float farz) { float tx = -((right + left) / (right - left)); float ty = -((top + bottom) / (top - bottom)); float tz = -((farz + nearz) / (farz - nearz)); mat4_identity(res); res->mat[0] = 2 / (right - left); res->mat[5] = 2 / (top - bottom); res->mat[10] = -2 / (farz - nearz); res->mat[12] = tx; res->mat[13] = ty; res->mat[14] = tz; } void mat4_scale(mat4* res, float x, float y, float z) { memset(res->mat, 0, sizeof(float) * 16); res->mat[0] = x; res->mat[5] = y; res->mat[10] = z; res->mat[15] = 1.0f; } void mat4_from_quat(mat4* res, const quat* q) { double xx = q->x * q->x; double xy = q->x * q->y; double xz = q->x * q->z; double xw = q->x * q->w; double yy = q->y * q->y; double yz = q->y * q->z; double yw = q->y * q->w; double zz = q->z * q->z; double zw = q->z * q->w; res->mat[0] = 1 - 2 * (yy + zz); res->mat[1] = 2 * (xy + zw); res->mat[2] = 2 * (xz - yw); res->mat[3] = 0; res->mat[4] = 2 * (xy - zw); res->mat[5] = 1 - 2 * (xx + zz); res->mat[6] = 2 * (yz + xw); res->mat[7] = 0.0; res->mat[8] = 2 * (xz + yw); res->mat[9] = 2 * (yz - xw); res->mat[10] = 1 - 2 * (xx + yy); res->mat[11] = 0.0; res->mat[12] = 0.0; res->mat[13] = 0.0; res->mat[14] = 0.0; res->mat[15] = 1.0; } void mat4_rot_x(mat4* res, const float angle) { res->mat[0] = 1.0f; res->mat[1] = 0.0f; res->mat[2] = 0.0f; res->mat[3] = 0.0f; res->mat[4] = 0.0f; res->mat[5] = cosf(angle); res->mat[6] = sinf(angle); res->mat[7] = 0.0f; res->mat[8] = 0.0f; res->mat[9] = -sinf(angle); res->mat[10] = cosf(angle); res->mat[11] = 0.0f; res->mat[12] = 0.0f; res->mat[13] = 0.0f; res->mat[14] = 0.0f; res->mat[15] = 1.0f; } void mat4_rot_y(mat4* res, float angle) { res->mat[0] = cosf(angle); res->mat[1] = 0.0f; res->mat[2] = -sinf(angle); res->mat[3] = 0.0f; res->mat[4] = 0.0f; res->mat[5] = 1.0f; res->mat[6] = 0.0f; res->mat[7] = 0.0f; res->mat[8] = sinf(angle); res->mat[9] = 0.0f; res->mat[10] = cosf(angle); res->mat[11] = 0.0f; res->mat[12] = 0.0f; res->mat[13] = 0.0f; res->mat[14] = 0.0f; res->mat[15] = 1.0f; } void mat4_rot_z(mat4* res, float angle) { res->mat[0] = cosf(angle); res->mat[1] = sinf(angle); res->mat[2] = 0.0f; res->mat[3] = 0.0f; res->mat[4] = -sinf(angle); res->mat[5] = cosf(angle); res->mat[6] = 0.0f; res->mat[7] = 0.0f; res->mat[8] = 0.0f; res->mat[9] = 0.0f; res->mat[10] = 1.0f; res->mat[11] = 0.0f; res->mat[12] = 0.0f; res->mat[13] = 0.0f; res->mat[14] = 0.0f; res->mat[15] = 1.0f; } void mat4_assign(mat4* res, const mat4* m) { if(res == m) return; memcpy(res->mat, m->mat, sizeof(float) * 16); } void mat4_inverse(mat4* res, mat4* mat) { mat4 tmp; float det; int i; tmp.mat[0] = mat->mat[5] * mat->mat[10] * mat->mat[15] - mat->mat[5] * mat->mat[11] * mat->mat[14] - mat->mat[9] * mat->mat[6] * mat->mat[15] + mat->mat[9] * mat->mat[7] * mat->mat[14] + mat->mat[13] * mat->mat[6] * mat->mat[11] - mat->mat[13] * mat->mat[7] * mat->mat[10]; tmp.mat[4] = -mat->mat[4] * mat->mat[10] * mat->mat[15] + mat->mat[4] * mat->mat[11] * mat->mat[14] + mat->mat[8] * mat->mat[6] * mat->mat[15] - mat->mat[8] * mat->mat[7] * mat->mat[14] - mat->mat[12] * mat->mat[6] * mat->mat[11] + mat->mat[12] * mat->mat[7] * mat->mat[10]; tmp.mat[8] = mat->mat[4] * mat->mat[9] * mat->mat[15] - mat->mat[4] * mat->mat[11] * mat->mat[13] - mat->mat[8] * mat->mat[5] * mat->mat[15] + mat->mat[8] * mat->mat[7] * mat->mat[13] + mat->mat[12] * mat->mat[5] * mat->mat[11] - mat->mat[12] * mat->mat[7] * mat->mat[9]; tmp.mat[12] = -mat->mat[4] * mat->mat[9] * mat->mat[14] + mat->mat[4] * mat->mat[10] * mat->mat[13] + mat->mat[8] * mat->mat[5] * mat->mat[14] - mat->mat[8] * mat->mat[6] * mat->mat[13] - mat->mat[12] * mat->mat[5] * mat->mat[10] + mat->mat[12] * mat->mat[6] * mat->mat[9]; tmp.mat[1] = -mat->mat[1] * mat->mat[10] * mat->mat[15] + mat->mat[1] * mat->mat[11] * mat->mat[14] + mat->mat[9] * mat->mat[2] * mat->mat[15] - mat->mat[9] * mat->mat[3] * mat->mat[14] - mat->mat[13] * mat->mat[2] * mat->mat[11] + mat->mat[13] * mat->mat[3] * mat->mat[10]; tmp.mat[5] = mat->mat[0] * mat->mat[10] * mat->mat[15] - mat->mat[0] * mat->mat[11] * mat->mat[14] - mat->mat[8] * mat->mat[2] * mat->mat[15] + mat->mat[8] * mat->mat[3] * mat->mat[14] + mat->mat[12] * mat->mat[2] * mat->mat[11] - mat->mat[12] * mat->mat[3] * mat->mat[10]; tmp.mat[9] = -mat->mat[0] * mat->mat[9] * mat->mat[15] + mat->mat[0] * mat->mat[11] * mat->mat[13] + mat->mat[8] * mat->mat[1] * mat->mat[15] - mat->mat[8] * mat->mat[3] * mat->mat[13] - mat->mat[12] * mat->mat[1] * mat->mat[11] + mat->mat[12] * mat->mat[3] * mat->mat[9]; tmp.mat[13] = mat->mat[0] * mat->mat[9] * mat->mat[14] - mat->mat[0] * mat->mat[10] * mat->mat[13] - mat->mat[8] * mat->mat[1] * mat->mat[14] + mat->mat[8] * mat->mat[2] * mat->mat[13] + mat->mat[12] * mat->mat[1] * mat->mat[10] - mat->mat[12] * mat->mat[2] * mat->mat[9]; tmp.mat[2] = mat->mat[1] * mat->mat[6] * mat->mat[15] - mat->mat[1] * mat->mat[7] * mat->mat[14] - mat->mat[5] * mat->mat[2] * mat->mat[15] + mat->mat[5] * mat->mat[3] * mat->mat[14] + mat->mat[13] * mat->mat[2] * mat->mat[7] - mat->mat[13] * mat->mat[3] * mat->mat[6]; tmp.mat[6] = -mat->mat[0] * mat->mat[6] * mat->mat[15] + mat->mat[0] * mat->mat[7] * mat->mat[14] + mat->mat[4] * mat->mat[2] * mat->mat[15] - mat->mat[4] * mat->mat[3] * mat->mat[14] - mat->mat[12] * mat->mat[2] * mat->mat[7] + mat->mat[12] * mat->mat[3] * mat->mat[6]; tmp.mat[10] = mat->mat[0] * mat->mat[5] * mat->mat[15] - mat->mat[0] * mat->mat[7] * mat->mat[13] - mat->mat[4] * mat->mat[1] * mat->mat[15] + mat->mat[4] * mat->mat[3] * mat->mat[13] + mat->mat[12] * mat->mat[1] * mat->mat[7] - mat->mat[12] * mat->mat[3] * mat->mat[5]; tmp.mat[14] = -mat->mat[0] * mat->mat[5] * mat->mat[14] + mat->mat[0] * mat->mat[6] * mat->mat[13] + mat->mat[4] * mat->mat[1] * mat->mat[14] - mat->mat[4] * mat->mat[2] * mat->mat[13] - mat->mat[12] * mat->mat[1] * mat->mat[6] + mat->mat[12] * mat->mat[2] * mat->mat[5]; tmp.mat[3] = -mat->mat[1] * mat->mat[6] * mat->mat[11] + mat->mat[1] * mat->mat[7] * mat->mat[10] + mat->mat[5] * mat->mat[2] * mat->mat[11] - mat->mat[5] * mat->mat[3] * mat->mat[10] - mat->mat[9] * mat->mat[2] * mat->mat[7] + mat->mat[9] * mat->mat[3] * mat->mat[6]; tmp.mat[7] = mat->mat[0] * mat->mat[6] * mat->mat[11] - mat->mat[0] * mat->mat[7] * mat->mat[10] - mat->mat[4] * mat->mat[2] * mat->mat[11] + mat->mat[4] * mat->mat[3] * mat->mat[10] + mat->mat[8] * mat->mat[2] * mat->mat[7] - mat->mat[8] * mat->mat[3] * mat->mat[6]; tmp.mat[11] = -mat->mat[0] * mat->mat[5] * mat->mat[11] + mat->mat[0] * mat->mat[7] * mat->mat[9] + mat->mat[4] * mat->mat[1] * mat->mat[11] - mat->mat[4] * mat->mat[3] * mat->mat[9] - mat->mat[8] * mat->mat[1] * mat->mat[7] + mat->mat[8] * mat->mat[3] * mat->mat[5]; tmp.mat[15] = mat->mat[0] * mat->mat[5] * mat->mat[10] - mat->mat[0] * mat->mat[6] * mat->mat[9] - mat->mat[4] * mat->mat[1] * mat->mat[10] + mat->mat[4] * mat->mat[2] * mat->mat[9] + mat->mat[8] * mat->mat[1] * mat->mat[6] - mat->mat[8] * mat->mat[2] * mat->mat[5]; det = mat->mat[0] * tmp.mat[0] + mat->mat[1] * tmp.mat[4] + mat->mat[2] * tmp.mat[8] + mat->mat[3] * tmp.mat[12]; if (det == 0) { return; } det = 1.0 / det; for (i = 0; i < 16; i++) { res->mat[i] = tmp.mat[i] * det; } } void quat_fill(quat* res, float x, float y, float z, float w) { res->x = x; res->y = y; res->z = z; res->w = w; } void quat_identity(quat* res) { res->x = 0.0; res->y = 0.0; res->z = 0.0; res->w = 1.0; } void quat_mul_vec3(vec3* res, const quat* q, const vec3* v) { vec3 uv, uuv, qvec; qvec.x = q->x; qvec.y = q->y; qvec.z = q->z; vec3_cross(&uv, &qvec, v); vec3_cross(&uuv, &qvec, &uv); vec3_scale(&uv, &uv, (2.0f * q->w)); vec3_scale(&uuv, &uuv, 2.0f); vec3_add(res, v, &uv); vec3_add(res, res, &uuv); } void quat_assign(quat* res, const quat* val) { res->x = val->x; res->y = val->y; res->z = val->z; res->w = val->w; } void quat_mul(quat* res, const quat* q1, const quat* q2) { quat tmp1, tmp2; quat_assign(&tmp1, q1); quat_assign(&tmp2, q2); res->x = tmp1.w * tmp2.x + tmp1.x * tmp2.w + tmp1.y * tmp2.z - tmp1.z * tmp2.y; res->y = tmp1.w * tmp2.y + tmp1.y * tmp2.w + tmp1.z * tmp2.x - tmp1.x * tmp2.z; res->z = tmp1.w * tmp2.z + tmp1.z * tmp2.w + tmp1.x * tmp2.y - tmp1.y * tmp2.x; res->w = tmp1.w * tmp2.w - tmp1.x * tmp2.x - tmp1.y * tmp2.y - tmp1.z * tmp2.z; } float quat_len_sq(const quat* q) { return (q->x * q->x) + (q->y * q->y) + (q->z * q->z) + (q->w * q->w); } float quat_len(const quat* q) { return sqrt(quat_len_sq(q)); } void quat_norm(quat* res, const quat* val) { float length = quat_len(val); if(fabs(length) < EPSILON) { quat_fill(res, 0.0f, 0.0f, 0.0f, 0.0f); return; } quat_fill(res, res->x / length, res->y / length, res->z / length, res->w / length); } void quat_axis_angle(quat* res, const vec3* v, float angle) { float half_angle = angle * 0.5f; float scale = sinf(half_angle); res->x = v->x * scale; res->y = v->y * scale; res->z = v->z * scale; res->w = cosf(half_angle); quat_norm(res, res); } void quat_get_forward_rh(vec3* res, const quat* q) { quat_mul_vec3(res, q, &UNIT_Z_NEG); } void quat_get_forward_lh(vec3* res, const quat* q) { quat_mul_vec3(res, q, &UNIT_Z); } void quat_get_up(vec3* res, const quat* q) { quat_mul_vec3(res, q, &UNIT_Y); } void quat_get_right(vec3* res, const quat* q) { quat_mul_vec3(res, q, &UNIT_X); } float quat_get_pitch(const quat* q) { float result = atan2(2 * (q->y * q->z + q->w * q->x), q->w * q->w - q->x * q->x - q->y * q->y + q->z * q->z); return result; } float quat_get_yaw(const quat* q) { float result = asin(-2 * (q->x * q->z - q->w * q->y)); return result; } float quat_get_roll(const quat* q) { float result = atan2(2 * (q->x * q->y + q->w * q->z), q->w * q->w + q->x * q->x - q->y * q->y - q->z * q->z); return result; }