91 lines
1.3 KiB
C
91 lines
1.3 KiB
C
#pragma once
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#define DEG_TO_RAD(deg) ((deg) * 0.01745329251f)
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#define RAD_TO_DEG(rad) ((rad) * 57.29578f)
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const float PI_DIV_2 = 1.570796f;
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typedef struct {
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float x;
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float y;
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} vec2;
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typedef struct {
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float x;
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float y;
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float z;
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} vec3;
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typedef struct {
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float x;
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float y;
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float z;
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float w;
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} vec4;
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typedef struct {
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float e00; float e01; float e02; float e03;
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float e10; float e11; float e12; float e13;
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float e20; float e21; float e22; float e23;
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float e30; float e31; float e32; float e33;
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} mat4;
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typedef struct ray {
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vec3 origin;
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vec3 direction;
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} ray_t;
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typedef struct box_collider {
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handle_t transform;
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vec3 extents;
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} box_collider_t;
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float
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vec3_length(vec3 v);
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vec3
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vec3_normalize(vec3 v);
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vec3
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vec3_negate(vec3 v);
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vec3
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vec3_add(vec3 a, vec3 b);
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vec3
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vec3_sub(vec3 a, vec3 b);
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float
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vec3_dot(vec3 a, vec3 b);
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vec3
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vec3_cross(vec3 a, vec3 b);
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vec3
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vec3_mult(vec3 v, float f);
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mat4
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mat4_identity(void);
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mat4
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mat4_multm(mat4 m0, mat4 m1);
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vec4
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mat4_multv(mat4 m, vec4 v);
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bool
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aabb_check(box_collider_t a, box_collider_t b);
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float
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periodic_value(float min, float max, float freq, float time);
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bool
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ray_aabb_intersect(box_collider_t aabb, ray_t ray);
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float
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lerp(float a, float b, float t);
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float
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normalize(float val, float min, float max);
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