-
Notifications
You must be signed in to change notification settings - Fork 0
/
linalglib.c
575 lines (520 loc) · 14.2 KB
/
linalglib.c
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
#include "linalglib.h"
#include <stdio.h>
#include <math.h>
/*
* print vec4 to stdout
*/
void print_v4(vec4 v)
{
printf("[ %.2f %.2f %.2f %.2f ]\n\n", v.x, v.y, v.z, v.w);
}
/*
* scalar * vector multiplication
*/
vec4 scale_v4(float s, vec4 v)
{
vec4 result = {s*v.x, s*v.y, s*v.z, s*v.w};
return result;
}
/*
* add 2 vectors
*/
vec4 add_v4(vec4 v1, vec4 v2)
{
vec4 result = {v1.x+v2.x, v1.y+v2.y, v1.z+v2.z, v1.w+v2.w};
return result;
}
/*
* subtract 2 vectors v1 - v2
*/
vec4 subtract_v4(vec4 v1, vec4 v2)
{
vec4 result = {v1.x-v2.x, v1.y-v2.y, v1.z-v2.z, v1.w-v2.w};
return result;
}
/*
* magnitude / norm of vector
*/
float magnitude_v4(vec4 v)
{
return sqrt(v.x*v.x + v.y*v.y + v.z*v.z + v.w*v.w);
}
/*
* normalize vector
*/
vec4 normalize_v4(vec4 v)
{
vec4 result = scale_v4((1.0/magnitude_v4(v)), v);
return result;
}
/*
* dot product of 2 vectors
*/
float dot_v4(vec4 v1, vec4 v2)
{
return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z + v1.w*v2.w;
}
/*
* cross product of 2 vectors
*/
vec4 cross_v4(vec4 v1, vec4 v2)
{
vec4 result = {v1.y*v2.z - v1.z*v2.y, v1.z*v2.x - v1.x*v2.z, v1.x*v2.y - v1.y*v2.x, 0.0};
return result;
}
/*
* project a vector v1 onto a different vector v2
* projection = (v1 dot v2_hat) * v2_hat
* where v2_hat is normalized v2
*/
vec4 project_v4(vec4 v1, vec4 v2)
{
vec4 projection = scale_v4(dot_v4(v1, normalize_v4(v2)), normalize_v4(v2));
return projection;
}
/*
* project a vector v onto the plane orthogonal to plane_vec
* projected = v - projection of v onto plane_vec
*/
vec4 project_onto_plane(vec4 v, vec4 plane_vec)
{
vec4 projection = subtract_v4(v, project_v4(v, plane_vec));
return projection;
}
/********************
* MATRIX OPERATIONS
*******************/
/*
* the identity, useful to have
*/
mat4 identity(void){
mat4 result = {
{1,0,0,0},
{0,1,0,0},
{0,0,1,0},
{0,0,0,1}
};
return result;
}
/*
* print out mat4
*/
void print_m4(mat4 m){
printf( "[ %0.2f, %0.2f, %0.2f, %0.2f, ]\n"
"[ %0.2f, %0.2f, %0.2f, %0.2f, ]\n"
"[ %0.2f, %0.2f, %0.2f, %0.2f, ]\n"
"[ %0.2f, %0.2f, %0.2f, %0.2f, ]\n\n",
m.x.x, m.y.x, m.z.x, m.w.x,
m.x.y, m.y.y, m.z.y, m.w.y,
m.x.z, m.y.z, m.z.z, m.w.z,
m.x.w, m.y.w, m.z.w, m.w.w);
}
/*
* scale the matrix m by scalar s
*/
mat4 scale_m4(float s, mat4 m){
mat4 result = {
{ s*m.x.x, s*m.x.y, s*m.x.z, s*m.x.w },
{ s*m.y.x, s*m.y.y, s*m.y.z, s*m.y.w },
{ s*m.z.x, s*m.z.y, s*m.z.z, s*m.z.w },
{ s*m.w.x, s*m.w.y, s*m.w.z, s*m.w.w }
};
return result;
}
/*
* add two matrices, return m1+m2
*/
mat4 add_m4(mat4 m1, mat4 m2)
{
mat4 result = {
{ m1.x.x+m2.x.x, m1.x.y+m2.x.y, m1.x.z+m2.x.z, m1.x.w+m2.x.w },
{ m1.y.x+m2.y.x, m1.y.y+m2.y.y, m1.y.z+m2.y.z, m1.y.w+m2.y.w },
{ m1.z.x+m2.z.x, m1.z.y+m2.z.y, m1.z.z+m2.z.z, m1.z.w+m2.z.w },
{ m1.w.x+m2.w.x, m1.w.y+m2.w.y, m1.w.z+m2.w.z, m1.w.w+m2.w.w }
};
return result;
}
/*
* subtract two matrices, return m1 - m2
*/
mat4 subtract_m4(mat4 m1, mat4 m2){
mat4 result = {
{ m1.x.x-m2.x.x, m1.x.y-m2.x.y, m1.x.z-m2.x.z, m1.x.w-m2.x.w },
{ m1.y.x-m2.y.x, m1.y.y-m2.y.y, m1.y.z-m2.y.z, m1.y.w-m2.y.w },
{ m1.z.x-m2.z.x, m1.z.y-m2.z.y, m1.z.z-m2.z.z, m1.z.w-m2.z.w },
{ m1.w.x-m2.w.x, m1.w.y-m2.w.y, m1.w.z-m2.w.z, m1.w.w-m2.w.w }
};
return result;
}
/*
* multiply two matrices, return m1*m2
* note: this is not element-wise multiplication
*/
mat4 multiply_m4(mat4 m1, mat4 m2){
mat4 result = {
{ m1.x.x*m2.x.x + m1.y.x*m2.x.y + m1.z.x*m2.x.z + m1.w.x*m2.x.w,
m1.x.y*m2.x.x + m1.y.y*m2.x.y + m1.z.y*m2.x.z + m1.w.y*m2.x.w,
m1.x.z*m2.x.x + m1.y.z*m2.x.y + m1.z.z*m2.x.z + m1.w.z*m2.x.w,
m1.x.w*m2.x.x + m1.y.w*m2.x.y + m1.z.w*m2.x.z + m1.w.w*m2.x.w
},
{ m1.x.x*m2.y.x + m1.y.x*m2.y.y + m1.z.x*m2.y.z + m1.w.x*m2.y.w,
m1.x.y*m2.y.x + m1.y.y*m2.y.y + m1.z.y*m2.y.z + m1.w.y*m2.y.w,
m1.x.z*m2.y.x + m1.y.z*m2.y.y + m1.z.z*m2.y.z + m1.w.z*m2.y.w,
m1.x.w*m2.y.x + m1.y.w*m2.y.y + m1.z.w*m2.y.z + m1.w.w*m2.y.w
},
{ m1.x.x*m2.z.x + m1.y.x*m2.z.y + m1.z.x*m2.z.z + m1.w.x*m2.z.w,
m1.x.y*m2.z.x + m1.y.y*m2.z.y + m1.z.y*m2.z.z + m1.w.y*m2.z.w,
m1.x.z*m2.z.x + m1.y.z*m2.z.y + m1.z.z*m2.z.z + m1.w.z*m2.z.w,
m1.x.w*m2.z.x + m1.y.w*m2.z.y + m1.z.w*m2.z.z + m1.w.w*m2.z.w
},
{ m1.x.x*m2.w.x + m1.y.x*m2.w.y + m1.z.x*m2.w.z + m1.w.x*m2.w.w,
m1.x.y*m2.w.x + m1.y.y*m2.w.y + m1.z.y*m2.w.z + m1.w.y*m2.w.w,
m1.x.z*m2.w.x + m1.y.z*m2.w.y + m1.z.z*m2.w.z + m1.w.z*m2.w.w,
m1.x.w*m2.w.x + m1.y.w*m2.w.y + m1.z.w*m2.w.z + m1.w.w*m2.w.w
}
};
return result;
}
/*
* returns the inverse of an invertible matrix m
* based on Cramer's rule
* i.e. the fact that the inverse is the adjugate matrix scaled by the inverse of the determinant
* where the adjugate matrix is the transpose of the matrix of cofactors
* where the cofactors are the (i,j) minors times (-1)^(i+j)
* (i.e. multiply the matrix of minors by a checkerboard of -1 and +1)
* where the (i,j) minor is obtained by deleting the ith row and jth column
* and taking the determinant of what is left
*/
mat4 invert_m4(mat4 m){
// matrix of minors
mat4 minor = minor_m4(m);
mat4 cofactor = cofactor_from_minors_m4(minor);
mat4 adjugate = transpose_m4(cofactor);
float determinant = determinant_with_minors_m4(minor, m);
float oneOverDeterminant = 1/determinant;
mat4 m_inv = scale_m4(oneOverDeterminant, adjugate);
return m_inv;
}
/*
* return the matrix containing all of the minors of the matrix m
* the (i,j) minor is obtained by removing the i row and j column,
* and taking the determinant of the remaining sub-matrix
* I didn't type this code by hand, I generated it using a script
* that I made here: #TODO insert link
*/
mat4 minor_m4(mat4 m){
//matrix of minor
mat4 result = {
{ //det of col 0 row 0
m.y.y*m.z.z*m.w.w + m.y.z*m.z.w*m.w.y + m.y.w*m.z.y*m.w.z
- m.w.y*m.z.z*m.y.w - m.w.z*m.z.w*m.y.y - m.w.w*m.z.y*m.y.z
,
//det of col 0 row 1
m.y.x*m.z.z*m.w.w + m.y.z*m.z.w*m.w.x + m.y.w*m.z.x*m.w.z
- m.w.x*m.z.z*m.y.w - m.w.z*m.z.w*m.y.x - m.w.w*m.z.x*m.y.z
,
//det of col 0 row 2
m.y.x*m.z.y*m.w.w + m.y.y*m.z.w*m.w.x + m.y.w*m.z.x*m.w.y
- m.w.x*m.z.y*m.y.w - m.w.y*m.z.w*m.y.x - m.w.w*m.z.x*m.y.y
,
//det of col 0 row 3
m.y.x*m.z.y*m.w.z + m.y.y*m.z.z*m.w.x + m.y.z*m.z.x*m.w.y
- m.w.x*m.z.y*m.y.z - m.w.y*m.z.z*m.y.x - m.w.z*m.z.x*m.y.y
},
{ //det of col 1 row 0
m.x.y*m.z.z*m.w.w + m.x.z*m.z.w*m.w.y + m.x.w*m.z.y*m.w.z
- m.w.y*m.z.z*m.x.w - m.w.z*m.z.w*m.x.y - m.w.w*m.z.y*m.x.z
,
//det of col 1 row 1
m.x.x*m.z.z*m.w.w + m.x.z*m.z.w*m.w.x + m.x.w*m.z.x*m.w.z
- m.w.x*m.z.z*m.x.w - m.w.z*m.z.w*m.x.x - m.w.w*m.z.x*m.x.z
,
//det of col 1 row 2
m.x.x*m.z.y*m.w.w + m.x.y*m.z.w*m.w.x + m.x.w*m.z.x*m.w.y
- m.w.x*m.z.y*m.x.w - m.w.y*m.z.w*m.x.x - m.w.w*m.z.x*m.x.y
,
//det of col 1 row 3
m.x.x*m.z.y*m.w.z + m.x.y*m.z.z*m.w.x + m.x.z*m.z.x*m.w.y
- m.w.x*m.z.y*m.x.z - m.w.y*m.z.z*m.x.x - m.w.z*m.z.x*m.x.y
},
{ //det of col 2 row 0
m.x.y*m.y.z*m.w.w + m.x.z*m.y.w*m.w.y + m.x.w*m.y.y*m.w.z
- m.w.y*m.y.z*m.x.w - m.w.z*m.y.w*m.x.y - m.w.w*m.y.y*m.x.z
,
//det of col 2 row 1
m.x.x*m.y.z*m.w.w + m.x.z*m.y.w*m.w.x + m.x.w*m.y.x*m.w.z
- m.w.x*m.y.z*m.x.w - m.w.z*m.y.w*m.x.x - m.w.w*m.y.x*m.x.z
,
//det of col 2 row 2
m.x.x*m.y.y*m.w.w + m.x.y*m.y.w*m.w.x + m.x.w*m.y.x*m.w.y
- m.w.x*m.y.y*m.x.w - m.w.y*m.y.w*m.x.x - m.w.w*m.y.x*m.x.y
,
//det of col 2 row 3
m.x.x*m.y.y*m.w.z + m.x.y*m.y.z*m.w.x + m.x.z*m.y.x*m.w.y
- m.w.x*m.y.y*m.x.z - m.w.y*m.y.z*m.x.x - m.w.z*m.y.x*m.x.y
},
{ //det of col 3 row 0
m.x.y*m.y.z*m.z.w + m.x.z*m.y.w*m.z.y + m.x.w*m.y.y*m.z.z
- m.z.y*m.y.z*m.x.w - m.z.z*m.y.w*m.x.y - m.z.w*m.y.y*m.x.z
,
//det of col 3 row 1
m.x.x*m.y.z*m.z.w + m.x.z*m.y.w*m.z.x + m.x.w*m.y.x*m.z.z
- m.z.x*m.y.z*m.x.w - m.z.z*m.y.w*m.x.x - m.z.w*m.y.x*m.x.z
,
//det of col 3 row 2
m.x.x*m.y.y*m.z.w + m.x.y*m.y.w*m.z.x + m.x.w*m.y.x*m.z.y
- m.z.x*m.y.y*m.x.w - m.z.y*m.y.w*m.x.x - m.z.w*m.y.x*m.x.y
,
//det of col 3 row 3
m.x.x*m.y.y*m.z.z + m.x.y*m.y.z*m.z.x + m.x.z*m.y.x*m.z.y
- m.z.x*m.y.y*m.x.z - m.z.y*m.y.z*m.x.x - m.z.z*m.y.x*m.x.y
}
};
return result;
}
/*
* returns the matrix containing the cofactors of m
* where the cofactor is the minor * (-1)^(i+j)
* *NOTE* this version requires the minors as an input to optimize
* when it is used in conjunction with determinant_with_minors_m4
*/
mat4 cofactor_from_minors_m4(mat4 minors){
mat4 result = {
{ minors.x.x, -1*minors.x.y, minors.x.z, -1*minors.x.w },
{ -1*minors.y.x, minors.y.y, -1*minors.y.z, minors.y.w },
{ minors.z.x, -1*minors.z.y, minors.z.z, -1*minors.z.w },
{ -1*minors.w.x, minors.w.y, -1*minors.w.z, minors.w.w }
};
return result;
}
//#TODO: make a version of cofactor_m4 that calculates minors within the function
// not really necessary for now, it would just be an unnecessary call to use such
// a version of the function in the invert_m4
/*
* take the determinant of matrix m, using pre-calculated matrix of minors
* (pre-calculated minors to optimize use in conjunction with cofactor calculation)
*/
float determinant_with_minors_m4(mat4 minors, mat4 m){
float det = m.x.x*minors.x.x - m.y.x*minors.y.x + m.z.x*minors.z.x - m.w.x*minors.w.x;
return det;
}
/*
* return the transpose of matrix m
*/
mat4 transpose_m4(mat4 m){
mat4 result = {
{ m.x.x, m.y.x, m.z.x, m.w.x },
{ m.x.y, m.y.y, m.z.y, m.w.y },
{ m.x.z, m.y.z, m.z.z, m.w.z },
{ m.x.w, m.y.w, m.z.w, m.w.w }
};
return result;
}
/*
* multiply a matrix m by a vector v
*/
vec4 multiply_m4v4(mat4 m, vec4 v){
vec4 result =
{ m.x.x*v.x + m.y.x*v.y + m.z.x*v.z + m.w.x*v.w ,
m.x.y*v.x + m.y.y*v.y + m.z.y*v.z + m.w.y*v.w ,
m.x.z*v.x + m.y.z*v.y + m.z.z*v.z + m.w.z*v.w ,
m.x.w*v.x + m.y.w*v.y + m.z.w*v.z + m.w.w*v.w };
return result;
}
/*
* returns translation matrix to translate by (x,y,z)
*/
mat4 translation(float x, float y, float z)
{
mat4 result = {
{1,0,0,0},
{0,1,0,0},
{0,0,1,0},
{x,y,z,1}
};
return result;
}
/*
* returns scaling matrix
* scales W.R.T. ORIGIN by (Bx, By, Bz)
*/
mat4 scaling(float Bx, float By, float Bz)
{
mat4 result = {
{Bx, 0, 0, 0},
{0, By, 0, 0},
{0, 0, Bz, 0},
{0, 0, 0, 1}
};
return result;
}
/*
* rotates by theta radians about z-axis
*/
mat4 z_rotation(float theta)
{
mat4 result = {
{cos(theta), sin(theta), 0, 0},
{-1*sin(theta), cos(theta), 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1}
};
return result;
}
/*
* rotates by theta radians about x-axis
*/
mat4 x_rotation(float theta)
{
mat4 result = {
{1, 0, 0, 0},
{0, cos(theta), sin(theta), 0},
{0, -1*sin(theta), cos(theta), 0},
{0, 0, 0, 1}
};
return result;
}
/*
* rotates by theta radians about y-axis
*/
mat4 y_rotation(float theta)
{
mat4 result = {
{cos(theta), 0, -1*sin(theta), 0},
{0, 1, 0, 0},
{sin(theta), 0, cos(theta), 0},
{0, 0, 0, 1}
};
return result;
}
/*
* rotate by theta radians about the vector <ax,ay,az> centered about the origin
* returns the matrix that will perform this rotation
*/
mat4 arb_rotation_origin(float theta, float ax, float ay, float az)
{
vec4 a = {ax,ay,az,0};
a = normalize_v4(a);
ax = a.x;
ay = a.y;
az = a.z;
float d = sqrt(az*az + ay*ay);
// #TODO: use some tolerance instead of checking for strict equality
// (this may break for super small values of d)
if(d==0){
return x_rotation(theta);
}
mat4 Rx = {
{1,0,0,0},
{0,az/d,ay/d,0},
{0,-ay/d,az/d,0},
{0,0,0,1}
};
mat4 Ry = {
{d,0,-ax,0},
{0,1,0,0},
{ax,0,d,0},
{0,0,0,1}
};
mat4 Rz = z_rotation(theta);
return multiply_m4(
transpose_m4(Rx), multiply_m4(
Ry, multiply_m4(
Rz, multiply_m4(
transpose_m4(Ry),
Rx
))));
}
/*
* rotate about an arbitrary line through the object's center of mass, in world frame
* returns the matrix that will perform this rotation
*/
mat4 arb_rotation_com_world(mat4 ctm, float theta, float ax, float ay, float az){
mat4 init_ctm = ctm;
// figure out where the COM of the supplied ctm is
// o = objectOrigin
vec4 o = {0.0,0.0,0.0,1};
o = multiply_m4v4(init_ctm, o);
// translation to origin
mat4 toOrigin = translation(-o.x, -o.y, -o.z);
// arbitrary world-space rotation centered about origin
mat4 rotAtOrigin = arb_rotation_origin(theta, ax, ay, az);
// translate object back from origin
mat4 fromOrigin = translation(o.x, o.y, o.z);
// result = toOrigin, then rotAtOrigin, then fromOrigin
// i.e. fromOrigin*rotAtOrigin*toOrigin
mat4 result = multiply_m4(fromOrigin, multiply_m4(rotAtOrigin, multiply_m4(toOrigin, ctm)));
return result;
}
/*
* look at point
* returns model-view matrix based on camera position and orientation
*/
mat4 look_at(vec4 eyePoint, vec4 atPoint, vec4 upVector)
{
float x = eyePoint.x;
float y = eyePoint.y;
float z = eyePoint.z;
vec4 n = normalize_v4(subtract_v4(atPoint, eyePoint));
float nx = n.x;
float ny = n.y;
float nz = n.z;
vec4 u = normalize_v4(cross_v4(upVector, n));
float ux = u.x;
float uy = u.y;
float uz = u.z;
vec4 v = normalize_v4(cross_v4(n, u));
float vx = v.x;
float vy = v.y;
float vz = v.z;
mat4 model_view_matrix = {
{ux, vx, nx, 0},
{uy, vy, ny, 0},
{uz, vz, nz, 0},
{ 1*(- x*ux - y*uy - z*uz),
1*(- x*vx - y*vy - z*vz),
1*(- x*nx - y*ny - z*nz),
(1)}
};
return model_view_matrix;
}
/*
* return the orthographic projection matrix with the given field-of-view parameters
*/
mat4 ortho(float left, float right, float bottom, float top, float near, float far)
{
mat4 projection_matrix = {
{2.0/(right-left), 0,0,0},
{0,2.0/(top-bottom),0,0},
{0,0,2.0/(near-far),0},
{-1.0*(right+left)/(right-left), -1.0*(top+bottom)/(top-bottom), -1.0*(near+far)/(far-near), 1.0}
};
return projection_matrix;
}
/*
* return the frustum matrix for the given field-of-view parameters
*/
mat4 frustum(float left, float right, float bottom, float top, float near, float far)
{
mat4 projection_matrix = {
{2.0*near/(right-left), 0,0,0},
{0,2.0*near/(top-bottom),0,0},
{(right+left)/(right-left), (top+bottom)/(top-bottom), 1.0*(far+near)/(far-near), 1.0},
{0,0,-2.0*(far*near)/(far-near),0}
};
return projection_matrix;
}
/*
* return the perspective-projection matrix for the given field-ov-view parameters
*/
mat4 perspective(float fovy, float aspect, float near, float far){
float top = near*tan(fovy);
float right = top*aspect;
mat4 projection_matrix = {
{near/right, 0, 0, 0},
{0, near/top, 0, 0},
{0, 0, (-1*far + near)/(far-near), -1},
{0, 0,-2*far*near/(far-near),0}
};
return projection_matrix;
}