#pragma once #include #include #include #include #define MAX(x, y) (((x) > (y)) ? (x) : (y)) #define MIN(x, y) (((x) < (y)) ? (x) : (y)) #define ABS(x) (x < 0 ? -x : x) struct Vector2 { float x = 0; float y = 0; Vector2 operator+(Vector2 other) { return { x + other.x, y + other.y }; } Vector2& operator+=(Vector2 other) { x += other.x; y += other.y; return *this; } Vector2 operator-(Vector2 other) { return { x - other.x, y - other.y }; } Vector2 operator*(float s) { return { x * s, y * s }; } Vector2 operator/(float s) { return { x / s, y / s }; } float dot(Vector2 other) { return x * other.x + y * other.y; } float length() { return sqrtf(x * x + y * y); } Vector2 normalize() { float len = length(); float inverseLength = len == 0 ? 1.0 : 1.0 / len; return { x * inverseLength, y * inverseLength }; } Vector2 negate() { return { -x, -y }; } Vector2 getPerp() { return { -y, x }; } void printDebug(const char* name) { printf("%s=Vector2(%f, %f)\n", name, x, y); } float determinant(Vector2 other) { // // [ a b ] // [ c d ] // // [ x other.x ] // [ y other.y ] // // det = a * d - b * c // det = x * other.y - other.x * y // return x * other.y - other.x * y; } }; struct Vector3 { float x = 0.f; float y = 0.f; float z = 0.f; }; struct Vector4 { float x = 0.f; float y = 0.f; float z = 0.f; float w = 0.f; float length() { return sqrtf(x * x + y * y + z * z + w * w); } Vector4 normalize() { float len = length(); float inverseLength = len == 0 ? 1.0 : 1.0 / len; return { x * inverseLength, y * inverseLength, z * inverseLength, w * inverseLength }; } Vector4 fromColor(float r, float g, float b, float a) { float scale = 1.f / 255.f; return { r * scale, g * scale, b * scale, a * scale }; } }; struct Mat4x4 { float m[16] = { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 }; Mat4x4 copy() { Mat4x4 result; memcpy(result.m, m, sizeof(float) * 16); return result; } Mat4x4 scale(Vector3 v) { Mat4x4 result = copy(); result.m[0] = result.m[0] * v.x; result.m[5] = result.m[5] *v.y; result.m[10] = result.m[10] * v.z; return result; } Mat4x4 translate(Vector3 v) { Mat4x4 result = copy(); result.m[12] += v.x; result.m[13] += v.y; result.m[14] += v.z; return result; } Mat4x4 translateByVec2(Vector2 v) { Mat4x4 result = copy(); result.m[12] += v.x; result.m[13] += v.y; return result; } Mat4x4 rotate2D(float angle) { Mat4x4 result = copy(); result.m[0] = cos(angle); result.m[1] = -sin(angle); result.m[4] = sin(angle); result.m[5] = cos(angle); return result; } Vector2 multByVec2(Vector2 v) { Vector4 vec4 = { v.x, v.y, 0.0, 1.0 }; return { vec4.x * m[0] + vec4.y * m[4] + vec4.z * m[8] + vec4.w * m[12], vec4.x * m[1] + vec4.y * m[5] + vec4.z * m[9] + vec4.w * m[13] }; } Vector2 operator*(Vector2 v) { return multByVec2(v); } Mat4x4 getOrthographicMatrix(float left, float right, float bottom, float top) { Mat4x4 result; result.m[0] = 2.0 / (right - left); result.m[5] = 2.0 / (top - bottom); result.m[10] = 1.0; result.m[12] = -(right + left) / (right - left); result.m[13] = -(top + bottom) / (top - bottom); return result; } Mat4x4 inverse() { Mat4x4 inv; inv.m[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10]; inv.m[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10]; inv.m[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9]; inv.m[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9]; inv.m[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10]; inv.m[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10]; inv.m[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9]; inv.m[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9]; inv.m[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6]; inv.m[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6]; inv.m[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5]; inv.m[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5]; inv.m[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6]; inv.m[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6]; inv.m[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5]; inv.m[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5]; float det = m[0] * inv.m[0] + m[1] * inv.m[4] + m[2] * inv.m[8] + m[3] * inv.m[12]; if (det == 0) return Mat4x4(); det = 1.f / det; for (int i = 0; i < 16; i++) inv.m[i] = inv.m[i] * det; return inv; } void print() { printf("[ "); for (int idx = 0; idx < 16; idx++) { printf("%f, ", m[idx]); } printf(" ]\n"); } };