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LibGame v0.4.0
The LG Game Engine - Copyright (C) 2024-2026 ETMSoftware
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Data Structures | |
| struct | vec3_t |
| union | mat4_t |
Macros | |
| #define | MATH_3D_IMPLEMENTATION |
| #define | MATH_3D_HEADER |
Functions | |
| static vec3_t | vec3 (float x, float y, float z) |
| static vec3_t | v3_add (vec3_t a, vec3_t b) |
| static vec3_t | v3_adds (vec3_t a, float s) |
| static vec3_t | v3_sub (vec3_t a, vec3_t b) |
| static vec3_t | v3_subs (vec3_t a, float s) |
| static vec3_t | v3_mul (vec3_t a, vec3_t b) |
| static vec3_t | v3_muls (vec3_t a, float s) |
| static vec3_t | v3_div (vec3_t a, vec3_t b) |
| static vec3_t | v3_divs (vec3_t a, float s) |
| static float | v3_length (vec3_t v) |
| static vec3_t | v3_norm (vec3_t v) |
| static float | v3_dot (vec3_t a, vec3_t b) |
| static vec3_t | v3_proj (vec3_t v, vec3_t onto) |
| static vec3_t | v3_cross (vec3_t a, vec3_t b) |
| static float | v3_angle_between (vec3_t a, vec3_t b) |
| static mat4_t | mat4 (float m00, float m10, float m20, float m30, float m01, float m11, float m21, float m31, float m02, float m12, float m22, float m32, float m03, float m13, float m23, float m33) |
| static mat4_t | m4_identity () |
| static mat4_t | m4_translation (vec3_t offset) |
| static mat4_t | m4_scaling (vec3_t scale) |
| static mat4_t | m4_rotation_x (float angle_in_rad) |
| static mat4_t | m4_rotation_y (float angle_in_rad) |
| static mat4_t | m4_rotation_z (float angle_in_rad) |
| mat4_t | m4_rotation (float angle_in_rad, vec3_t axis) |
| mat4_t | m4_ortho_RH (float left, float right, float bottom, float top, float back, float front) |
| mat4_t | m4_perspective_RH (float vertical_field_of_view_in_deg, float aspect_ratio, float near_view_distance, float far_view_distance) |
| mat4_t | m4_look_at_RH (vec3_t from, vec3_t to, vec3_t up) |
| mat4_t | m4_frustum (float left, float right, float bottom, float top, float near, float far) |
| static mat4_t | m4_transpose (mat4_t matrix) |
| static mat4_t | m4_mul (mat4_t a, mat4_t b) |
| mat4_t | m4_invert_affine (mat4_t matrix) |
| vec3_t | m4_mul_pos (mat4_t matrix, vec3_t position) |
| vec3_t | m4_mul_dir (mat4_t matrix, vec3_t direction) |
| void | m4_print (mat4_t matrix) |
| void | m4_printp (mat4_t matrix, int width, int precision) |
| void | m4_fprint (FILE *stream, mat4_t matrix) |
| void | m4_fprintp (FILE *stream, mat4_t matrix, int width, int precision) |
| void | m4_print2 (mat4_t matrix, const char *line_start) |
| void | m4_printp2 (mat4_t matrix, int width, int precision, const char *line_start) |
| void | m4_fprint2 (FILE *stream, mat4_t matrix, const char *line_start) |
| void | m4_fprintp2 (FILE *stream, mat4_t matrix, int width, int precision, const char *line_start) |
| #define MATH_3D_HEADER |
Math 3D v1.0 - by Stephan Soller steph.nosp@m.an.s.nosp@m.oller.nosp@m.@hel.nosp@m.ionwe.nosp@m.b.de and Tobias Malmsheimer
Licensed under the MIT license
See: https://github.com/arkanis/single-header-file-c-libs/blob/master/math_3d.h
A few (mainly cosmetic) changes by Emmanuel Thomas-Maurin manu@.nosp@m.etms.nosp@m.oftwa.nosp@m.re.n.nosp@m.et
Last change on 2025-02-22
Math 3D v1.0 By Stephan Soller steph.nosp@m.an.s.nosp@m.oller.nosp@m.@hel.nosp@m.ionwe.nosp@m.b.de and Tobias Malmsheimer Licensed under the MIT license
Math 3D is a compact C99 library meant to be used with OpenGL. It provides basic 3D vector and 4x4 matrix operations as well as functions to create transformation and projection matrices. The OpenGL binary layout is used so you can just upload vectors and matrices into shaders and work with them without any conversions.
It's an stb style single header file library. Define MATH_3D_IMPLEMENTATION before you include this file in one C file to create the implementation.
QUICK NOTES
m4_mul_pos() and m4_mul_dir() functions do a correct perspective divide (division by w) when necessary. This is a bit slower but ensures that the functions will properly work with projection matrices. If profiling shows this is a bottleneck special functions without perspective division can be added. But the normal multiplications should avoid any surprises.glOrtho() broke that rule and m4_ortho() has be slightly modified so you can always think of right-handed cubes that are projected into OpenGLs normalized device coordinates.FURTHER IDEAS
These are ideas for future work on the library. They're implemented as soon as there is a proper use case and we can find good names for them.
epsilon.default_length if the length of v is smaller than epsilon. Otherwise same as v3_length().default_vector if the length of v is smaller than epsilon. Otherwise the same as v3_norm().m4_invert_affine() can already invert translation, rotation, scaling, mirroring, reflection and shearing matrices. So a general inversion might only be useful to invert projection matrices for picking. But with orthographic and perspective projection it's probably simpler to calculate the ray into the scene directly based on the screen coordinates.VERSION HISTORY
v1.0 2016-02-15 Initial release
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Creates a matrix to rotate around an axis by a given angle. The axis doesn't need to be normalized.
Sources:
https://en.wikipedia.org/wiki/Rotation_matrix#Rotation_matrix_from_axis_and_angle
| angle_in_rad | |
| axis |
| mat4_t m4_ortho_RH | ( | float | left, |
| float | right, | ||
| float | bottom, | ||
| float | top, | ||
| float | back, | ||
| float | front | ||
| ) |
Creates an orthographic projection matrix. It maps the right handed cube defined by left, right, bottom, top, back and front onto the screen and z-buffer. You can think of it as a cube you move through world or camera space and everything inside is visible.
This is slightly different from the traditional glOrtho() and from the linked sources. These functions require the user to negate the last two arguments (creating a left-handed coordinate system). We avoid that here so you can think of this function as moving a right-handed cube through world space.
The arguments are ordered in a way that for each axis you specify the minimum followed by the maximum. Thats why it's bottom to top and back to front.
Implementation details:
To be more exact the right-handed cube is mapped into normalized device coordinates, a left-handed cube where (-1 -1) is the lower left corner, (1, 1) the upper right corner and a z-value of -1 is the nearest point and 1 the furthest point. OpenGL takes it from there and puts it on the screen and into the z-buffer.
Sources:
https://msdn.microsoft.com/en-us/library/windows/desktop/dd373965(v=vs.85).aspx https://unspecified.wordpress.com/2012/06/21/calculating-the-gluperspective-matrix-and-other-opengl-matrix-maths/
| mat4_t m4_perspective_RH | ( | float | vertical_field_of_view_in_deg, |
| float | aspect_ratio, | ||
| float | near_view_distance, | ||
| float | far_view_distance | ||
| ) |
Creates a perspective projection matrix for a camera.
The camera is at the origin and looks in the direction of the negative Z axis. near_view_distance and far_view_distance have to be positive and > 0. They are distances from the camera eye, not values on an axis.
near_view_distance can be small but not 0. 0 breaks the projection and everything ends up at the max value (far end) of the z-buffer. Making the z-buffer useless.
The matrix is the same as gluPerspective() builds. The view distance is mapped to the z-buffer with a reciprocal function (1/x). Therefore the z-buffer resolution for near objects is very good while resolution for far objects is limited.
Sources:
Builds a transformation matrix for a camera that looks from from towards to. up defines the direction that's upwards for the camera. All three vectors are given in world space and up doesn't need to be normalized.
Sources: Derived on whiteboard.
Implementation details:
* x, y and z are the right-handed base vectors of the cameras subspace. x has to be normalized because the cross product only produces a normalized output vector if both input vectors are orthogonal to each other. And up probably isn't orthogonal to z.
These vectors are then used to build a 3x3 rotation matrix. This matrix rotates a vector by the same amount the camera is rotated. But instead we need to rotate all incoming vertices backwards by that amount. That's what a camera matrix is for: To move the world so that the camera is in the origin. So we take the inverse of that rotation matrix and in case of a rotation matrix this is just the transposed matrix. That's why the 3x3 part of the matrix are the x, y and z vectors but written horizontally instead of vertically.
The translation is derived by creating a translation matrix to move the world into the origin (thats translate by minus from). The complete lookat matrix is then this translation followed by the rotation. Written as matrix multiplication:
lookat = rotation * translation
Since we're right-handed this equals to first doing the translation and after that doing the rotation. During that multiplication the rotation 3x3 part doesn't change but the translation vector is multiplied with each rotation axis. The dot product is just a more compact way to write the actual multiplications.
| mat4_t m4_frustum | ( | float | left, |
| float | right, | ||
| float | bottom, | ||
| float | top, | ||
| float | near, | ||
| float | far | ||
| ) |
Some extra stuff by Emmanuel Thomas-Maurin
Frustum matrix Similar to Android OpenGL ES 2.0 frustum matrix: https://developer.android.com/reference/android/opengl/Matrix#frustumM(float[],%20int,%20float,%20float,%20float,%20float,%20float,%20float)
NOT USED SO FAR
Multiplication of two 4x4 matrices.
Implemented by following the row times column rule and illustrating it on a whiteboard with the proper indices in mind.
Further reading: https://en.wikipedia.org/wiki/Matrix_multiplication But note that the article use the first index for rows and the second for columns.
Inverts an affine transformation matrix. That are translation, scaling, mirroring, reflection, rotation and shearing matrices or any combination of them.
Implementation details:
When a 3D point is multiplied with a transformation matrix it is first rotated and then translated. The inverted transformation matrix is the inverse translation followed by the inverse rotation. Written as a matrix multiplication (remember, the effect applies right to left):
inv(matrix) = inv(rotation) * inv(translation)
The inverse translation is a translation into the opposite direction, just the negative translation. The rotation part isn't changed by that multiplication but the translation part is multiplied by the inverse rotation matrix. It's the same situation as with m4_look_at(). But since we don't store the rotation matrix as 3D vectors we can't use the dot product and have to write the matrix multiplication operations by hand.
Sources for 3x3 matrix inversion:
Multiplies a 4x4 matrix with a 3D vector representing a point in 3D space.
Before the matrix multiplication the vector is first expanded to a 4D vector (x, y, z, 1). After the multiplication the vector is reduced to 3D again by dividing through the 4th component (if it's not 0 or 1).
Multiplies a 4x4 matrix with a 3D vector representing a direction in 3D space.
Before the matrix multiplication the vector is first expanded to a 4D vector (x, y, z, 0). For directions the 4th component is set to 0 because directions are only rotated, not translated. After the multiplication the vector is reduced to 3D again by dividing through the 4th component (if it's not 0 or 1). This is necessary because the matrix might contains something other than (0, 0, 0, 1) in the bottom row which might set w to something other than 0 or 1.
| void m4_print | ( | mat4_t | matrix | ) |
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| void m4_printp | ( | mat4_t | matrix, |
| int | width, | ||
| int | precision | ||
| ) |
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| void m4_fprint | ( | FILE * | stream, |
| mat4_t | matrix | ||
| ) |
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| void m4_fprintp | ( | FILE * | stream, |
| mat4_t | matrix, | ||
| int | width, | ||
| int | precision | ||
| ) |
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| void m4_print2 | ( | mat4_t | matrix, |
| const char * | line_start | ||
| ) |
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| void m4_printp2 | ( | mat4_t | matrix, |
| int | width, | ||
| int | precision, | ||
| const char * | line_start | ||
| ) |
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| void m4_fprint2 | ( | FILE * | stream, |
| mat4_t | matrix, | ||
| const char * | line_start | ||
| ) |
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| void m4_fprintp2 | ( | FILE * | stream, |
| mat4_t | matrix, | ||
| int | width, | ||
| int | precision, | ||
| const char * | line_start | ||
| ) |
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