#pragma once #ifdef _WIN32 #define MAF_EXPORT __declspec(dllexport) #else #define MAF_EXPORT __attribute__((visibility("default"))) #endif typedef float* vec3; typedef float* quat; typedef float* mat4; // vec3 MAF_EXPORT vec3 vec3_init(vec3 v, vec3 u); MAF_EXPORT vec3 vec3_set(vec3 v, float x, float y, float z); MAF_EXPORT vec3 vec3_add(vec3 v, vec3 u); MAF_EXPORT vec3 vec3_sub(vec3 v, vec3 u); MAF_EXPORT vec3 vec3_scale(vec3 v, float s); MAF_EXPORT vec3 vec3_normalize(vec3 v); MAF_EXPORT float vec3_length(vec3 v); MAF_EXPORT float vec3_distance(vec3 v, vec3 u); MAF_EXPORT float vec3_dot(vec3 v, vec3 u); MAF_EXPORT vec3 vec3_cross(vec3 v, vec3 u); MAF_EXPORT vec3 vec3_lerp(vec3 v, vec3 u, float t); MAF_EXPORT vec3 vec3_min(vec3 v, vec3 u); MAF_EXPORT vec3 vec3_max(vec3 v, vec3 u); // quat MAF_EXPORT quat quat_init(quat q, quat r); MAF_EXPORT quat quat_set(quat q, float x, float y, float z, float w); MAF_EXPORT quat quat_fromAngleAxis(quat q, float angle, float ax, float ay, float az); MAF_EXPORT quat quat_fromMat4(quat q, mat4 m); MAF_EXPORT quat quat_mul(quat q, quat r); MAF_EXPORT quat quat_normalize(quat q); MAF_EXPORT float quat_length(quat q); MAF_EXPORT quat quat_slerp(quat q, quat r, float t); MAF_EXPORT void quat_rotate(quat q, vec3 v); MAF_EXPORT void quat_getAngleAxis(quat q, float* angle, float* x, float* y, float* z); MAF_EXPORT quat quat_between(quat q, vec3 u, vec3 v); // mat4 #define MAT4_IDENTITY { 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 } #define mat4_init mat4_set MAF_EXPORT mat4 mat4_set(mat4 m, mat4 n); MAF_EXPORT mat4 mat4_fromMat34(mat4 m, float (*n)[4]); MAF_EXPORT mat4 mat4_fromMat44(mat4 m, float (*n)[4]); MAF_EXPORT mat4 mat4_identity(mat4 m); MAF_EXPORT mat4 mat4_invert(mat4 m); MAF_EXPORT mat4 mat4_transpose(mat4 m); MAF_EXPORT mat4 mat4_multiply(mat4 m, mat4 n); MAF_EXPORT mat4 mat4_translate(mat4 m, float x, float y, float z); MAF_EXPORT mat4 mat4_rotate(mat4 m, float angle, float x, float y, float z); MAF_EXPORT mat4 mat4_rotateQuat(mat4 m, quat q); MAF_EXPORT mat4 mat4_scale(mat4 m, float x, float y, float z); MAF_EXPORT void mat4_getPosition(mat4 m, vec3 position); MAF_EXPORT void mat4_getOrientation(mat4 m, quat orientation); MAF_EXPORT void mat4_getScale(mat4 m, vec3 scale); MAF_EXPORT void mat4_getTransform(mat4 m, float* x, float* y, float* z, float* sx, float* sy, float* sz, float* angle, float* ax, float* ay, float* az); MAF_EXPORT mat4 mat4_orthographic(mat4 m, float left, float right, float top, float bottom, float near, float far); MAF_EXPORT mat4 mat4_perspective(mat4 m, float clipNear, float clipFar, float fov, float aspect); MAF_EXPORT mat4 mat4_fov(mat4 m, float left, float right, float up, float down, float clipNear, float clipFar); MAF_EXPORT mat4 mat4_lookAt(mat4 m, vec3 from, vec3 to, vec3 up); MAF_EXPORT void mat4_transform(mat4 m, vec3 v); MAF_EXPORT void mat4_transformDirection(mat4 m, vec3 v); #ifdef LOVR_USE_SSE MAF_EXPORT mat4 mat4_invertPose(mat4 m); #else #define mat4_invertPose mat4_invert #endif