power_play/src/math.h

750 lines
19 KiB
C

#ifndef MATH_H
#define MATH_H
#include "intrinsics.h"
#define PI ((f32)3.14159265358979323846)
#define TAU ((f32)6.28318530717958647693)
INLINE struct trs trs_from_mat3x3(struct mat3x3 m);
INLINE struct trs trs_lerp(struct trs a, struct trs b, f32 t);
/* ========================== *
* Rounding
* ========================== */
/* TODO: Don't use intrinsics for these. */
INLINE i32 math_round_f32(f32 f)
{
return ix_round_f32_to_i32(f);
}
INLINE i32 math_floor_f32(f32 f)
{
return ix_floor_f32_to_i32(f);
}
INLINE i32 math_ceil_f32(f32 f)
{
return ix_ceil_f32_to_i32(f);
}
INLINE i64 math_round_f64(f64 f)
{
return ix_round_f64_to_i64(f);
}
INLINE i64 math_floor_f64(f64 f)
{
return ix_floor_f64_to_i64(f);
}
INLINE i64 math_ceil_f64(f64 f)
{
return ix_ceil_f64_to_i64(f);
}
INLINE f32 math_mod_f32(f32 x, f32 m)
{
return x - m * (i32)(x / m);
}
INLINE f32 math_abs_f32(f32 f)
{
u32 truncated = *(u32 *)&f & 0x7FFFFFFF;
return *(f32 *)&truncated;
}
INLINE f64 math_abs_f64(f64 f)
{
u64 truncated = *(u64 *)&f & 0x7FFFFFFFFFFFFFFF;
return *(f64 *)&truncated;
}
INLINE i32 math_sign_f32(f32 f)
{
u32 bits = *(u32 *)&f;
i32 sign_bit = bits & ((u32)1 << 31);
return 1 + (sign_bit * -2);
}
INLINE i32 math_sign_f64(f64 f)
{
u64 bits = *(u64 *)&f;
i32 sign_bit = bits & ((u64)1 << 31);
return 1 + (sign_bit * -2);
}
/* ========================== *
* Exponential
* ========================== */
/* Taken from https://gist.github.com/orlp/3551590 */
INLINE u64 math_pow_u64(u64 base, u8 exp) {
LOCAL_PERSIST const u8 highest_bit_set[] = {
0, 1, 2, 2, 3, 3, 3, 3,
4, 4, 4, 4, 4, 4, 4, 4,
5, 5, 5, 5, 5, 5, 5, 5,
5, 5, 5, 5, 5, 5, 5, 5,
6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 6,
6, 6, 6, 6, 6, 6, 6, 255, /* Anything past 63 is a guaranteed overflow with base > 1 */
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
255, 255, 255, 255, 255, 255, 255, 255,
};
u64 result = 1;
switch (highest_bit_set[exp]) {
case 255: {
/* 255 = overflow, return 0 */
if (base == 1) {
return 1;
}
// if (base == -1) {
// return 1 - 2 * (exp & 1);
// }
return 0;
} break;
case 6: {
if (exp & 1) result *= base;
exp >>= 1;
base *= base;
} FALLTHROUGH;
case 5: {
if (exp & 1) result *= base;
exp >>= 1;
base *= base;
} FALLTHROUGH;
case 4: {
if (exp & 1) result *= base;
exp >>= 1;
base *= base;
} FALLTHROUGH;
case 3: {
if (exp & 1) result *= base;
exp >>= 1;
base *= base;
} FALLTHROUGH;
case 2: {
if (exp & 1) result *= base;
exp >>= 1;
base *= base;
} FALLTHROUGH;
case 1: {
if (exp & 1) result *= base;
} FALLTHROUGH;
default: return result;
}
}
/* From Quake III -
* https://github.com/id-Software/Quake-III-Arena/blob/dbe4ddb10315479fc00086f08e25d968b4b43c49/code/game/q_math.c#L552
*/
INLINE f32 math_rsqrt(f32 x)
{
const f32 three_halfs = 1.5f;
f32 x2 = x * 0.5f;
f32 y = x;
i32 i = *(i32 *)&y;
i = 0x5f3759df - (i >> 1);
y = *(f32 *)&i;
y *= three_halfs - (x2 * y * y); /* 1st iteration */
return y;
}
INLINE f32 math_sqrt(f32 x)
{
return x * math_rsqrt(x);
}
/* ========================== *
* Lerp
* ========================== */
INLINE f32 math_lerp_f32(f32 val0, f32 val1, f32 t)
{
return val0 + ((val1 - val0) * t);
}
INLINE f64 math_lerp_f64(f64 val0, f64 val1, f64 t)
{
return val0 + ((val1 - val0) * t);
}
INLINE f32 math_lerp_angle(f32 a, f32 b, f32 t) {
f32 diff = math_mod_f32(b - a, TAU);
diff = math_mod_f32(2.0f * diff, TAU) - diff;
return a + diff * t;
}
/* ========================== *
* Trig
* ========================== */
/* Sine approximation using a parabola adjusted to minimize error, as described in
* https://web.archive.org/web/20080228213915/http://www.devmaster.net/forums/showthread.php?t=5784
*
* https://www.desmos.com/calculator/gbtjvt2we8
* c: adjustment weight
* f(x): original parabola
* g(x): adjusted parabola
* h(x): error
*/
INLINE f32 math_sin(f32 x)
{
const f32 c = 0.225;
x -= (TAU * (f32)math_floor_f32(x / TAU)); /* [0, TAU] */
x += (TAU * (x < -PI)) - (TAU * (x > PI)); /* [-PI, PI] */
f32 y = (4.0f/PI) * x + (-4.0f/(PI*PI)) * x * math_abs_f32(x);
y = c * (y * math_abs_f32(y) - y) + y;
return y;
}
INLINE f32 math_cos(f32 x)
{
return math_sin(x + (PI / 2.0f));
}
/* https://mazzo.li/posts/vectorized-atan2.html */
INLINE f32 math_atan2(f32 x, f32 y) {
const f32 a1 = 0.99997726f;
const f32 a3 = -0.33262347f;
const f32 a5 = 0.19354346f;
const f32 a7 = -0.11643287f;
const f32 a9 = 0.05265332f;
const f32 a11 = -0.01172120f;
/* Ensure input is in [-1, +1] */
b32 swap = math_abs_f32(x) < math_abs_f32(y);
f32 s = (swap ? x : y) / (swap ? y : x);
/* Approximate atan */
f32 s_sq = s*s;
f32 res = s * (a1 + s_sq * (a3 + s_sq * (a5 + s_sq * (a7 + s_sq * (a9 + s_sq * a11)))));
res = swap ? (s >= 0.0f ? (PI / 2.f) : -(PI / 2.f)) - res : res;
/* Adjust quadrants */
if (x < 0.0f && y >= 0.0f) { res = PI + res; } /* 2nd quadrant */
else if (x <= 0.0f && y < 0.0f) { res = -PI + res; } /* 3rd quadrant */
return res;
}
INLINE f32 math_asin(f32 x)
{
/* TODO: Dedicated arcsin approximation */
return (PI / 2.0f) - math_atan2(x, math_sqrt(1.0f - (x*x)));
}
INLINE f32 math_acos(f32 x)
{
/* TODO: Dedicated arccos approximation */
return math_atan2(x, math_sqrt(1.0f - (x*x)));
}
/* ========================== *
* V2
* ========================== */
INLINE struct v2 v2_mul(struct v2 a, f32 s)
{
return V2(a.x * s, a.y * s);
}
INLINE struct v2 v2_mul_v2(struct v2 a, struct v2 b)
{
return V2(a.x * b.x, a.y * b.y);
}
INLINE struct v2 v2_div(struct v2 a, f32 s)
{
f32 d = 1 / s;
return V2(a.x * d, a.y * d);
}
INLINE struct v2 v2_div_v2(struct v2 a, struct v2 b)
{
return V2(a.x * (1 / b.x), a.y * (1 / b.y));
}
INLINE struct v2 v2_neg(struct v2 a)
{
return V2(-a.x, -a.y);
}
INLINE struct v2 v2_add(struct v2 a, struct v2 b)
{
return V2(a.x + b.x, a.y + b.y);
}
INLINE struct v2 v2_sub(struct v2 a, struct v2 b)
{
return V2(a.x - b.x, a.y - b.y);
}
INLINE f32 v2_len(struct v2 a)
{
return math_sqrt(a.x * a.x + a.y * a.y);
}
INLINE f32 v2_len_squared(struct v2 a)
{
return a.x * a.x + a.y * a.y;
}
INLINE struct v2 v2_perp(struct v2 a)
{
return V2(-a.y, a.x);
}
INLINE struct v2 v2_norm(struct v2 a)
{
f32 len_squared = v2_len_squared(a);
f32 r_sqrt = math_rsqrt(len_squared);
a.x *= r_sqrt;
a.y *= r_sqrt;
return a;
}
INLINE struct v2 v2_round(struct v2 a)
{
return V2(
(f32)math_round_f32(a.x),
(f32)math_round_f32(a.y)
);
}
INLINE f32 v2_dot(struct v2 a, struct v2 b)
{
return a.x * b.x + a.y * b.y;
}
INLINE f32 v2_wedge(struct v2 a, struct v2 b)
{
return a.x * b.y - a.y * b.x;
}
INLINE f32 v2_distance(struct v2 a, struct v2 b)
{
f32 dx = b.x - a.x;
f32 dy = b.y - a.y;
return math_sqrt(dx * dx + dy * dy);
}
INLINE b32 v2_eq(struct v2 a, struct v2 b)
{
return a.x == b.x && a.y == b.y;
}
INLINE struct v2 v2_lerp(struct v2 val0, struct v2 val1, f32 t)
{
struct v2 res;
res.x = math_lerp_f32(val0.x, val1.x, t);
res.y = math_lerp_f32(val0.y, val1.y, t);
return res;
}
/* ========================== *
* Mat3x3
* ========================== */
INLINE struct mat3x3 mat3x3_ident(void)
{
return (struct mat3x3) {
.e = {
{ 1, 0, 0 },
{ 0, 1, 0 },
{ 0, 0, 1 }
}
};
}
INLINE struct mat3x3 mat3x3_mul(struct mat3x3 a, struct mat3x3 b)
{
f32 a00 = a.e[0][0], a01 = a.e[0][1], a02 = a.e[0][2],
a10 = a.e[1][0], a11 = a.e[1][1], a12 = a.e[1][2],
a20 = a.e[2][0], a21 = a.e[2][1], a22 = a.e[2][2],
b00 = b.e[0][0], b01 = b.e[0][1], b02 = b.e[0][2],
b10 = b.e[1][0], b11 = b.e[1][1], b12 = b.e[1][2],
b20 = b.e[2][0], b21 = b.e[2][1], b22 = b.e[2][2];
struct mat3x3 res;
res.e[0][0] = a00 * b00 + a10 * b01 + a20 * b02;
res.e[0][1] = a01 * b00 + a11 * b01 + a21 * b02;
res.e[0][2] = a02 * b00 + a12 * b01 + a22 * b02;
res.e[1][0] = a00 * b10 + a10 * b11 + a20 * b12;
res.e[1][1] = a01 * b10 + a11 * b11 + a21 * b12;
res.e[1][2] = a02 * b10 + a12 * b11 + a22 * b12;
res.e[2][0] = a00 * b20 + a10 * b21 + a20 * b22;
res.e[2][1] = a01 * b20 + a11 * b21 + a21 * b22;
res.e[2][2] = a02 * b20 + a12 * b21 + a22 * b22;
return res;
}
INLINE struct mat3x3 mat3x3_from_translate(struct v2 v)
{
return (struct mat3x3) {
.e = {
{1, 0, 0},
{0, 1, 0},
{v.x, v.y, 1}
}
};
}
INLINE struct mat3x3 mat3x3_translate(struct mat3x3 m, struct v2 v)
{
m.e[2][0] = m.e[0][0] * v.x + m.e[1][0] * v.y + m.e[2][0];
m.e[2][1] = m.e[0][1] * v.x + m.e[1][1] * v.y + m.e[2][1];
m.e[2][2] = m.e[0][2] * v.x + m.e[1][2] * v.y + m.e[2][2];
return m;
}
INLINE struct mat3x3 mat3x3_rotate(struct mat3x3 m, f32 angle)
{
f32 c = math_cos(angle);
f32 s = math_sin(angle);
struct mat3x3 res = m;
f32 m00 = m.e[0][0], m10 = m.e[1][0],
m01 = m.e[0][1], m11 = m.e[1][1],
m02 = m.e[0][2], m12 = m.e[1][2];
res.e[0][0] = m00 * c + m10 * s;
res.e[0][1] = m01 * c + m11 * s;
res.e[0][2] = m02 * c + m12 * s;
res.e[1][0] = m00 * -s + m10 * c;
res.e[1][1] = m01 * -s + m11 * c;
res.e[1][2] = m02 * -s + m12 * c;
return res;
}
INLINE struct mat3x3 mat3x3_scale(struct mat3x3 m, struct v3 v)
{
m.e[0][0] *= v.x;
m.e[0][1] *= v.x;
m.e[0][2] *= v.x;
m.e[1][0] *= v.y;
m.e[1][1] *= v.y;
m.e[1][2] *= v.y;
m.e[2][0] *= v.z;
m.e[2][1] *= v.z;
m.e[2][2] *= v.z;
return m;
}
INLINE struct mat3x3 mat3x3_from_trs(struct trs trs)
{
struct mat3x3 m = mat3x3_from_translate(trs.t);
m = mat3x3_rotate(m, trs.r);
m = mat3x3_scale(m, V3(trs.s.x, trs.s.y, 1));
return m;
}
INLINE struct mat3x3 mat3x3_trs(struct mat3x3 m, struct trs trs)
{
m = mat3x3_translate(m, trs.t);
m = mat3x3_rotate(m, trs.r);
m = mat3x3_scale(m, V3(trs.s.x, trs.s.y, 1));
return m;
}
INLINE struct mat3x3 mat3x3_trs_pivot_r(struct mat3x3 m, struct trs trs, struct v2 pivot)
{
m = mat3x3_translate(m, trs.t);
m = mat3x3_rotate(m, trs.r);
m = mat3x3_translate(m, v2_neg(pivot));
m = mat3x3_scale(m, V3(trs.s.x, trs.s.y, 1));
return m;
}
INLINE struct mat3x3 mat3x3_trs_pivot_rs(struct mat3x3 m, struct trs trs, struct v2 pivot)
{
m = mat3x3_translate(m, trs.t);
m = mat3x3_rotate(m, trs.r);
m = mat3x3_scale(m, V3(trs.s.x, trs.s.y, 1));
m = mat3x3_translate(m, v2_neg(pivot));
return m;
}
INLINE struct v3 mat3x3_mul_v3(struct mat3x3 m, struct v3 v)
{
struct v3 res;
res.x = m.e[0][0] * v.x + m.e[1][0] * v.y + m.e[2][0] * v.z;
res.y = m.e[0][1] * v.x + m.e[1][1] * v.y + m.e[2][1] * v.z;
res.z = m.e[0][2] * v.x + m.e[1][2] * v.y + m.e[2][2] * v.z;
return res;
}
/* Equivalent to multiplying by V3(v.x, v.y, 1.0) */
INLINE struct v2 mat3x3_mul_v2(struct mat3x3 m, struct v2 v)
{
struct v2 res;
res.x = m.e[0][0] * v.x + m.e[1][0] * v.y + m.e[2][0];
res.y = m.e[0][1] * v.x + m.e[1][1] * v.y + m.e[2][1];
return res;
}
INLINE struct mat3x3 mat3x3_inverse(struct mat3x3 m)
{
f32 a = m.e[0][0], b = m.e[0][1], c = m.e[0][2],
d = m.e[1][0], e = m.e[1][1], f = m.e[1][2],
g = m.e[2][0], h = m.e[2][1], i = m.e[2][2];
struct mat3x3 res;
res.e[0][0] = e * i - f * h;
res.e[0][1] = -(b * i - h * c);
res.e[0][2] = b * f - e * c;
res.e[1][0] = -(d * i - g * f);
res.e[1][1] = a * i - c * g;
res.e[1][2] = -(a * f - d * c);
res.e[2][0] = d * h - g * e;
res.e[2][1] = -(a * h - g * b);
res.e[2][2] = a * e - b * d;
f32 det = 1.0f / (a * res.e[0][0] + b * res.e[1][0] + c * res.e[2][0]);
res = mat3x3_scale(res, V3(det, det, det));
return res;
}
INLINE struct v2 mat3x3_get_right(struct mat3x3 m)
{
return V2(m.e[0][0], m.e[0][1]);
}
INLINE struct v2 mat3x3_get_left(struct mat3x3 m)
{
return V2(-m.e[0][0], -m.e[0][1]);
}
INLINE struct v2 mat3x3_get_up(struct mat3x3 m)
{
return V2(-m.e[1][0], -m.e[1][1]);
}
INLINE struct v2 mat3x3_get_down(struct mat3x3 m)
{
return V2(m.e[1][0], m.e[1][1]);
}
INLINE struct v2 mat3x3_get_pos(struct mat3x3 m)
{
return V2(m.e[2][0], m.e[2][1]);
}
INLINE f32 mat3x3_get_determinant(struct mat3x3 m)
{
return m.e[0][0] * m.e[1][1] - m.e[0][1] * m.e[1][0];
}
INLINE f32 mat3x3_get_rot(struct mat3x3 m)
{
return math_atan2(m.e[0][0], m.e[0][1]);
}
INLINE struct v2 mat3x3_get_scale(struct mat3x3 m)
{
f32 det_sign = math_sign_f32(mat3x3_get_determinant(m));
struct v2 bx = V2(m.e[0][0], m.e[0][1]);
struct v2 by = V2(m.e[1][0], m.e[1][1]);
return V2(v2_len(bx), det_sign * v2_len(by));
}
INLINE f32 mat3x3_get_skew(struct mat3x3 m)
{
f32 det = mat3x3_get_determinant(m);
i32 det_sign = math_sign_f32(det);
struct v2 bx_norm = v2_norm(V2(m.e[0][0], m.e[0][1]));
struct v2 by_norm = v2_norm(V2(m.e[1][0], m.e[1][1]));
by_norm = v2_mul(by_norm, det_sign);
f32 dot = v2_dot(bx_norm, by_norm);
return math_acos(dot) - (PI * 0.5f);
}
INLINE struct mat3x3 mat3x3_lerp(struct mat3x3 a, struct mat3x3 b, f32 t)
{
struct trs trs_a = trs_from_mat3x3(a);
struct trs trs_b = trs_from_mat3x3(b);
struct trs trs = trs_lerp(trs_a, trs_b, t);
return mat3x3_from_trs(trs);
}
/* ========================== *
* Mat4x4
* ========================== */
/* NOTE: Mat4x4 only used for projection matrix */
INLINE struct mat4x4 mat4x4_from_ortho(f32 left, f32 right, f32 bottom, f32 top, f32 near, f32 far)
{
struct mat4x4 m = {0};
f32 rl = 1.0f / (right - left);
f32 tb = 1.0f / (top - bottom);
f32 fn = -1.0f / (far - near);
m.e[0][0] = 2.0f * rl;
m.e[1][1] = 2.0f * tb;
m.e[2][2] = 2.0f * fn;
m.e[3][0] = -(right + left) * rl;
m.e[3][1] = -(top + bottom) * tb;
m.e[3][2] = (far + near) * fn;
m.e[3][3] = 1.0f;
return m;
}
INLINE struct mat4x4 mat4x4_mul(struct mat4x4 m1, struct mat4x4 m2)
{
f32 a00 = m1.e[0][0], a01 = m1.e[0][1], a02 = m1.e[0][2], a03 = m1.e[0][3],
a10 = m1.e[1][0], a11 = m1.e[1][1], a12 = m1.e[1][2], a13 = m1.e[1][3],
a20 = m1.e[2][0], a21 = m1.e[2][1], a22 = m1.e[2][2], a23 = m1.e[2][3],
a30 = m1.e[3][0], a31 = m1.e[3][1], a32 = m1.e[3][2], a33 = m1.e[3][3],
b00 = m2.e[0][0], b01 = m2.e[0][1], b02 = m2.e[0][2], b03 = m2.e[0][3],
b10 = m2.e[1][0], b11 = m2.e[1][1], b12 = m2.e[1][2], b13 = m2.e[1][3],
b20 = m2.e[2][0], b21 = m2.e[2][1], b22 = m2.e[2][2], b23 = m2.e[2][3],
b30 = m2.e[3][0], b31 = m2.e[3][1], b32 = m2.e[3][2], b33 = m2.e[3][3];
struct mat4x4 res;
res.e[0][0] = a00 * b00 + a10 * b01 + a20 * b02 + a30 * b03;
res.e[0][1] = a01 * b00 + a11 * b01 + a21 * b02 + a31 * b03;
res.e[0][2] = a02 * b00 + a12 * b01 + a22 * b02 + a32 * b03;
res.e[0][3] = a03 * b00 + a13 * b01 + a23 * b02 + a33 * b03;
res.e[1][0] = a00 * b10 + a10 * b11 + a20 * b12 + a30 * b13;
res.e[1][1] = a01 * b10 + a11 * b11 + a21 * b12 + a31 * b13;
res.e[1][2] = a02 * b10 + a12 * b11 + a22 * b12 + a32 * b13;
res.e[1][3] = a03 * b10 + a13 * b11 + a23 * b12 + a33 * b13;
res.e[2][0] = a00 * b20 + a10 * b21 + a20 * b22 + a30 * b23;
res.e[2][1] = a01 * b20 + a11 * b21 + a21 * b22 + a31 * b23;
res.e[2][2] = a02 * b20 + a12 * b21 + a22 * b22 + a32 * b23;
res.e[2][3] = a03 * b20 + a13 * b21 + a23 * b22 + a33 * b23;
res.e[3][0] = a00 * b30 + a10 * b31 + a20 * b32 + a30 * b33;
res.e[3][1] = a01 * b30 + a11 * b31 + a21 * b32 + a31 * b33;
res.e[3][2] = a02 * b30 + a12 * b31 + a22 * b32 + a32 * b33;
res.e[3][3] = a03 * b30 + a13 * b31 + a23 * b32 + a33 * b33;
return res;
}
/* ========================== *
* Trs
* ========================== */
INLINE struct trs trs_lerp(struct trs a, struct trs b, f32 t)
{
struct trs res;
res.t = v2_lerp(a.t, b.t, t);
res.r = math_lerp_angle(a.r, b.r, t);
res.s = v2_lerp(a.s, b.s, t);
return res;
}
INLINE struct trs trs_from_mat3x3(struct mat3x3 m)
{
struct trs trs = { 0 };
trs.t = mat3x3_get_pos(m);
trs.r = mat3x3_get_rot(m);
trs.s = mat3x3_get_scale(m);
return trs;
}
/* ========================== *
* Quad
* ========================== */
INLINE struct quad quad_from_rect(struct rect rect)
{
return (struct quad) {
(struct v2) { rect.x, rect.y }, /* Top left */
(struct v2) { rect.x + rect.width, rect.y }, /* Top right */
(struct v2) { rect.x + rect.width, rect.y + rect.height }, /* Bottom right */
(struct v2) { rect.x, rect.y + rect.height }, /* Bottom left */
};
}
INLINE struct quad quad_from_line(struct v2 start, struct v2 end, f32 thickness)
{
f32 width = thickness / 2.f;
struct v2 rel = v2_sub(end, start);
struct v2 dir = v2_norm(rel);
struct v2 dir_perp = v2_perp(dir);
struct v2 left = v2_mul(dir_perp, -width);
struct v2 right = v2_mul(dir_perp, width);
return (struct quad) {
.p1 = v2_add(start, left),
.p2 = v2_add(start, right),
.p3 = v2_add(end, right),
.p4 = v2_add(end, left)
};
}
INLINE struct quad quad_from_ray(struct v2 pos, struct v2 rel, f32 thickness)
{
struct v2 end = v2_add(pos, rel);
return quad_from_line(pos, end, thickness);
}
INLINE struct quad quad_scale(struct quad q, f32 s)
{
q.p1 = v2_mul(q.p1, s);
q.p2 = v2_mul(q.p2, s);
q.p3 = v2_mul(q.p3, s);
q.p4 = v2_mul(q.p4, s);
return q;
}
INLINE struct quad quad_mul_mat3x3(struct quad quad, struct mat3x3 m)
{
return (struct quad) {
mat3x3_mul_v2(m, quad.p1),
mat3x3_mul_v2(m, quad.p2),
mat3x3_mul_v2(m, quad.p3),
mat3x3_mul_v2(m, quad.p4)
};
}
#endif