1 /*
2  * Copyright (c) 2015-2016 The Khronos Group Inc.
3  * Copyright (c) 2015-2016 Valve Corporation
4  * Copyright (c) 2015-2016 LunarG, Inc.
5  *
6  * Licensed under the Apache License, Version 2.0 (the "License");
7  * you may not use this file except in compliance with the License.
8  * You may obtain a copy of the License at
9  *
10  *     http://www.apache.org/licenses/LICENSE-2.0
11  *
12  * Unless required by applicable law or agreed to in writing, software
13  * distributed under the License is distributed on an "AS IS" BASIS,
14  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
15  * See the License for the specific language governing permissions and
16  * limitations under the License.
17  *
18  * Relicensed from the WTFPL (http://www.wtfpl.net/faq/).
19  */
20 
21 #ifndef LINMATH_H
22 #define LINMATH_H
23 
24 #include <math.h>
25 
26 // Converts degrees to radians.
27 #define degreesToRadians(angleDegrees) (angleDegrees * M_PI / 180.0)
28 
29 // Converts radians to degrees.
30 #define radiansToDegrees(angleRadians) (angleRadians * 180.0 / M_PI)
31 
32 typedef float vec3[3];
vec3_add(vec3 r,vec3 const a,vec3 const b)33 static inline void vec3_add(vec3 r, vec3 const a, vec3 const b) {
34     int i;
35     for (i = 0; i < 3; ++i) r[i] = a[i] + b[i];
36 }
vec3_sub(vec3 r,vec3 const a,vec3 const b)37 static inline void vec3_sub(vec3 r, vec3 const a, vec3 const b) {
38     int i;
39     for (i = 0; i < 3; ++i) r[i] = a[i] - b[i];
40 }
vec3_scale(vec3 r,vec3 const v,float const s)41 static inline void vec3_scale(vec3 r, vec3 const v, float const s) {
42     int i;
43     for (i = 0; i < 3; ++i) r[i] = v[i] * s;
44 }
vec3_mul_inner(vec3 const a,vec3 const b)45 static inline float vec3_mul_inner(vec3 const a, vec3 const b) {
46     float p = 0.f;
47     int i;
48     for (i = 0; i < 3; ++i) p += b[i] * a[i];
49     return p;
50 }
vec3_mul_cross(vec3 r,vec3 const a,vec3 const b)51 static inline void vec3_mul_cross(vec3 r, vec3 const a, vec3 const b) {
52     r[0] = a[1] * b[2] - a[2] * b[1];
53     r[1] = a[2] * b[0] - a[0] * b[2];
54     r[2] = a[0] * b[1] - a[1] * b[0];
55 }
vec3_len(vec3 const v)56 static inline float vec3_len(vec3 const v) { return sqrtf(vec3_mul_inner(v, v)); }
vec3_norm(vec3 r,vec3 const v)57 static inline void vec3_norm(vec3 r, vec3 const v) {
58     float k = 1.f / vec3_len(v);
59     vec3_scale(r, v, k);
60 }
vec3_reflect(vec3 r,vec3 const v,vec3 const n)61 static inline void vec3_reflect(vec3 r, vec3 const v, vec3 const n) {
62     float p = 2.f * vec3_mul_inner(v, n);
63     int i;
64     for (i = 0; i < 3; ++i) r[i] = v[i] - p * n[i];
65 }
66 
67 typedef float vec4[4];
vec4_add(vec4 r,vec4 const a,vec4 const b)68 static inline void vec4_add(vec4 r, vec4 const a, vec4 const b) {
69     int i;
70     for (i = 0; i < 4; ++i) r[i] = a[i] + b[i];
71 }
vec4_sub(vec4 r,vec4 const a,vec4 const b)72 static inline void vec4_sub(vec4 r, vec4 const a, vec4 const b) {
73     int i;
74     for (i = 0; i < 4; ++i) r[i] = a[i] - b[i];
75 }
vec4_scale(vec4 r,vec4 v,float s)76 static inline void vec4_scale(vec4 r, vec4 v, float s) {
77     int i;
78     for (i = 0; i < 4; ++i) r[i] = v[i] * s;
79 }
vec4_mul_inner(vec4 a,vec4 b)80 static inline float vec4_mul_inner(vec4 a, vec4 b) {
81     float p = 0.f;
82     int i;
83     for (i = 0; i < 4; ++i) p += b[i] * a[i];
84     return p;
85 }
vec4_mul_cross(vec4 r,vec4 a,vec4 b)86 static inline void vec4_mul_cross(vec4 r, vec4 a, vec4 b) {
87     r[0] = a[1] * b[2] - a[2] * b[1];
88     r[1] = a[2] * b[0] - a[0] * b[2];
89     r[2] = a[0] * b[1] - a[1] * b[0];
90     r[3] = 1.f;
91 }
vec4_len(vec4 v)92 static inline float vec4_len(vec4 v) { return sqrtf(vec4_mul_inner(v, v)); }
vec4_norm(vec4 r,vec4 v)93 static inline void vec4_norm(vec4 r, vec4 v) {
94     float k = 1.f / vec4_len(v);
95     vec4_scale(r, v, k);
96 }
vec4_reflect(vec4 r,vec4 v,vec4 n)97 static inline void vec4_reflect(vec4 r, vec4 v, vec4 n) {
98     float p = 2.f * vec4_mul_inner(v, n);
99     int i;
100     for (i = 0; i < 4; ++i) r[i] = v[i] - p * n[i];
101 }
102 
103 typedef vec4 mat4x4[4];
mat4x4_identity(mat4x4 M)104 static inline void mat4x4_identity(mat4x4 M) {
105     int i, j;
106     for (i = 0; i < 4; ++i)
107         for (j = 0; j < 4; ++j) M[i][j] = i == j ? 1.f : 0.f;
108 }
mat4x4_dup(mat4x4 M,mat4x4 N)109 static inline void mat4x4_dup(mat4x4 M, mat4x4 N) {
110     int i, j;
111     for (i = 0; i < 4; ++i)
112         for (j = 0; j < 4; ++j) M[i][j] = N[i][j];
113 }
mat4x4_row(vec4 r,mat4x4 M,int i)114 static inline void mat4x4_row(vec4 r, mat4x4 M, int i) {
115     int k;
116     for (k = 0; k < 4; ++k) r[k] = M[k][i];
117 }
mat4x4_col(vec4 r,mat4x4 M,int i)118 static inline void mat4x4_col(vec4 r, mat4x4 M, int i) {
119     int k;
120     for (k = 0; k < 4; ++k) r[k] = M[i][k];
121 }
mat4x4_transpose(mat4x4 M,mat4x4 N)122 static inline void mat4x4_transpose(mat4x4 M, mat4x4 N) {
123     int i, j;
124     for (j = 0; j < 4; ++j)
125         for (i = 0; i < 4; ++i) M[i][j] = N[j][i];
126 }
mat4x4_add(mat4x4 M,mat4x4 a,mat4x4 b)127 static inline void mat4x4_add(mat4x4 M, mat4x4 a, mat4x4 b) {
128     int i;
129     for (i = 0; i < 4; ++i) vec4_add(M[i], a[i], b[i]);
130 }
mat4x4_sub(mat4x4 M,mat4x4 a,mat4x4 b)131 static inline void mat4x4_sub(mat4x4 M, mat4x4 a, mat4x4 b) {
132     int i;
133     for (i = 0; i < 4; ++i) vec4_sub(M[i], a[i], b[i]);
134 }
mat4x4_scale(mat4x4 M,mat4x4 a,float k)135 static inline void mat4x4_scale(mat4x4 M, mat4x4 a, float k) {
136     int i;
137     for (i = 0; i < 4; ++i) vec4_scale(M[i], a[i], k);
138 }
mat4x4_scale_aniso(mat4x4 M,mat4x4 a,float x,float y,float z)139 static inline void mat4x4_scale_aniso(mat4x4 M, mat4x4 a, float x, float y, float z) {
140     int i;
141     vec4_scale(M[0], a[0], x);
142     vec4_scale(M[1], a[1], y);
143     vec4_scale(M[2], a[2], z);
144     for (i = 0; i < 4; ++i) {
145         M[3][i] = a[3][i];
146     }
147 }
mat4x4_mul(mat4x4 M,mat4x4 a,mat4x4 b)148 static inline void mat4x4_mul(mat4x4 M, mat4x4 a, mat4x4 b) {
149     int k, r, c;
150     for (c = 0; c < 4; ++c)
151         for (r = 0; r < 4; ++r) {
152             M[c][r] = 0.f;
153             for (k = 0; k < 4; ++k) M[c][r] += a[k][r] * b[c][k];
154         }
155 }
mat4x4_mul_vec4(vec4 r,mat4x4 M,vec4 v)156 static inline void mat4x4_mul_vec4(vec4 r, mat4x4 M, vec4 v) {
157     int i, j;
158     for (j = 0; j < 4; ++j) {
159         r[j] = 0.f;
160         for (i = 0; i < 4; ++i) r[j] += M[i][j] * v[i];
161     }
162 }
mat4x4_translate(mat4x4 T,float x,float y,float z)163 static inline void mat4x4_translate(mat4x4 T, float x, float y, float z) {
164     mat4x4_identity(T);
165     T[3][0] = x;
166     T[3][1] = y;
167     T[3][2] = z;
168 }
mat4x4_translate_in_place(mat4x4 M,float x,float y,float z)169 static inline void mat4x4_translate_in_place(mat4x4 M, float x, float y, float z) {
170     vec4 t = {x, y, z, 0};
171     vec4 r;
172     int i;
173     for (i = 0; i < 4; ++i) {
174         mat4x4_row(r, M, i);
175         M[3][i] += vec4_mul_inner(r, t);
176     }
177 }
mat4x4_from_vec3_mul_outer(mat4x4 M,vec3 a,vec3 b)178 static inline void mat4x4_from_vec3_mul_outer(mat4x4 M, vec3 a, vec3 b) {
179     int i, j;
180     for (i = 0; i < 4; ++i)
181         for (j = 0; j < 4; ++j) M[i][j] = i < 3 && j < 3 ? a[i] * b[j] : 0.f;
182 }
mat4x4_rotate(mat4x4 R,mat4x4 M,float x,float y,float z,float angle)183 static inline void mat4x4_rotate(mat4x4 R, mat4x4 M, float x, float y, float z, float angle) {
184     float s = sinf(angle);
185     float c = cosf(angle);
186     vec3 u = {x, y, z};
187 
188     if (vec3_len(u) > 1e-4) {
189         vec3_norm(u, u);
190         mat4x4 T;
191         mat4x4_from_vec3_mul_outer(T, u, u);
192 
193         mat4x4 S = {{0, u[2], -u[1], 0}, {-u[2], 0, u[0], 0}, {u[1], -u[0], 0, 0}, {0, 0, 0, 0}};
194         mat4x4_scale(S, S, s);
195 
196         mat4x4 C;
197         mat4x4_identity(C);
198         mat4x4_sub(C, C, T);
199 
200         mat4x4_scale(C, C, c);
201 
202         mat4x4_add(T, T, C);
203         mat4x4_add(T, T, S);
204 
205         T[3][3] = 1.;
206         mat4x4_mul(R, M, T);
207     } else {
208         mat4x4_dup(R, M);
209     }
210 }
mat4x4_rotate_X(mat4x4 Q,mat4x4 M,float angle)211 static inline void mat4x4_rotate_X(mat4x4 Q, mat4x4 M, float angle) {
212     float s = sinf(angle);
213     float c = cosf(angle);
214     mat4x4 R = {{1.f, 0.f, 0.f, 0.f}, {0.f, c, s, 0.f}, {0.f, -s, c, 0.f}, {0.f, 0.f, 0.f, 1.f}};
215     mat4x4_mul(Q, M, R);
216 }
mat4x4_rotate_Y(mat4x4 Q,mat4x4 M,float angle)217 static inline void mat4x4_rotate_Y(mat4x4 Q, mat4x4 M, float angle) {
218     float s = sinf(angle);
219     float c = cosf(angle);
220     mat4x4 R = {{c, 0.f, s, 0.f}, {0.f, 1.f, 0.f, 0.f}, {-s, 0.f, c, 0.f}, {0.f, 0.f, 0.f, 1.f}};
221     mat4x4_mul(Q, M, R);
222 }
mat4x4_rotate_Z(mat4x4 Q,mat4x4 M,float angle)223 static inline void mat4x4_rotate_Z(mat4x4 Q, mat4x4 M, float angle) {
224     float s = sinf(angle);
225     float c = cosf(angle);
226     mat4x4 R = {{c, s, 0.f, 0.f}, {-s, c, 0.f, 0.f}, {0.f, 0.f, 1.f, 0.f}, {0.f, 0.f, 0.f, 1.f}};
227     mat4x4_mul(Q, M, R);
228 }
mat4x4_invert(mat4x4 T,mat4x4 M)229 static inline void mat4x4_invert(mat4x4 T, mat4x4 M) {
230     float s[6];
231     float c[6];
232     s[0] = M[0][0] * M[1][1] - M[1][0] * M[0][1];
233     s[1] = M[0][0] * M[1][2] - M[1][0] * M[0][2];
234     s[2] = M[0][0] * M[1][3] - M[1][0] * M[0][3];
235     s[3] = M[0][1] * M[1][2] - M[1][1] * M[0][2];
236     s[4] = M[0][1] * M[1][3] - M[1][1] * M[0][3];
237     s[5] = M[0][2] * M[1][3] - M[1][2] * M[0][3];
238 
239     c[0] = M[2][0] * M[3][1] - M[3][0] * M[2][1];
240     c[1] = M[2][0] * M[3][2] - M[3][0] * M[2][2];
241     c[2] = M[2][0] * M[3][3] - M[3][0] * M[2][3];
242     c[3] = M[2][1] * M[3][2] - M[3][1] * M[2][2];
243     c[4] = M[2][1] * M[3][3] - M[3][1] * M[2][3];
244     c[5] = M[2][2] * M[3][3] - M[3][2] * M[2][3];
245 
246     /* Assumes it is invertible */
247     float idet = 1.0f / (s[0] * c[5] - s[1] * c[4] + s[2] * c[3] + s[3] * c[2] - s[4] * c[1] + s[5] * c[0]);
248 
249     T[0][0] = (M[1][1] * c[5] - M[1][2] * c[4] + M[1][3] * c[3]) * idet;
250     T[0][1] = (-M[0][1] * c[5] + M[0][2] * c[4] - M[0][3] * c[3]) * idet;
251     T[0][2] = (M[3][1] * s[5] - M[3][2] * s[4] + M[3][3] * s[3]) * idet;
252     T[0][3] = (-M[2][1] * s[5] + M[2][2] * s[4] - M[2][3] * s[3]) * idet;
253 
254     T[1][0] = (-M[1][0] * c[5] + M[1][2] * c[2] - M[1][3] * c[1]) * idet;
255     T[1][1] = (M[0][0] * c[5] - M[0][2] * c[2] + M[0][3] * c[1]) * idet;
256     T[1][2] = (-M[3][0] * s[5] + M[3][2] * s[2] - M[3][3] * s[1]) * idet;
257     T[1][3] = (M[2][0] * s[5] - M[2][2] * s[2] + M[2][3] * s[1]) * idet;
258 
259     T[2][0] = (M[1][0] * c[4] - M[1][1] * c[2] + M[1][3] * c[0]) * idet;
260     T[2][1] = (-M[0][0] * c[4] + M[0][1] * c[2] - M[0][3] * c[0]) * idet;
261     T[2][2] = (M[3][0] * s[4] - M[3][1] * s[2] + M[3][3] * s[0]) * idet;
262     T[2][3] = (-M[2][0] * s[4] + M[2][1] * s[2] - M[2][3] * s[0]) * idet;
263 
264     T[3][0] = (-M[1][0] * c[3] + M[1][1] * c[1] - M[1][2] * c[0]) * idet;
265     T[3][1] = (M[0][0] * c[3] - M[0][1] * c[1] + M[0][2] * c[0]) * idet;
266     T[3][2] = (-M[3][0] * s[3] + M[3][1] * s[1] - M[3][2] * s[0]) * idet;
267     T[3][3] = (M[2][0] * s[3] - M[2][1] * s[1] + M[2][2] * s[0]) * idet;
268 }
mat4x4_orthonormalize(mat4x4 R,mat4x4 M)269 static inline void mat4x4_orthonormalize(mat4x4 R, mat4x4 M) {
270     mat4x4_dup(R, M);
271     float s = 1.;
272     vec3 h;
273 
274     vec3_norm(R[2], R[2]);
275 
276     s = vec3_mul_inner(R[1], R[2]);
277     vec3_scale(h, R[2], s);
278     vec3_sub(R[1], R[1], h);
279     vec3_norm(R[2], R[2]);
280 
281     s = vec3_mul_inner(R[1], R[2]);
282     vec3_scale(h, R[2], s);
283     vec3_sub(R[1], R[1], h);
284     vec3_norm(R[1], R[1]);
285 
286     s = vec3_mul_inner(R[0], R[1]);
287     vec3_scale(h, R[1], s);
288     vec3_sub(R[0], R[0], h);
289     vec3_norm(R[0], R[0]);
290 }
291 
mat4x4_frustum(mat4x4 M,float l,float r,float b,float t,float n,float f)292 static inline void mat4x4_frustum(mat4x4 M, float l, float r, float b, float t, float n, float f) {
293     M[0][0] = 2.f * n / (r - l);
294     M[0][1] = M[0][2] = M[0][3] = 0.f;
295 
296     M[1][1] = 2.f * n / (t - b);
297     M[1][0] = M[1][2] = M[1][3] = 0.f;
298 
299     M[2][0] = (r + l) / (r - l);
300     M[2][1] = (t + b) / (t - b);
301     M[2][2] = -(f + n) / (f - n);
302     M[2][3] = -1.f;
303 
304     M[3][2] = -2.f * (f * n) / (f - n);
305     M[3][0] = M[3][1] = M[3][3] = 0.f;
306 }
mat4x4_ortho(mat4x4 M,float l,float r,float b,float t,float n,float f)307 static inline void mat4x4_ortho(mat4x4 M, float l, float r, float b, float t, float n, float f) {
308     M[0][0] = 2.f / (r - l);
309     M[0][1] = M[0][2] = M[0][3] = 0.f;
310 
311     M[1][1] = 2.f / (t - b);
312     M[1][0] = M[1][2] = M[1][3] = 0.f;
313 
314     M[2][2] = -2.f / (f - n);
315     M[2][0] = M[2][1] = M[2][3] = 0.f;
316 
317     M[3][0] = -(r + l) / (r - l);
318     M[3][1] = -(t + b) / (t - b);
319     M[3][2] = -(f + n) / (f - n);
320     M[3][3] = 1.f;
321 }
mat4x4_perspective(mat4x4 m,float y_fov,float aspect,float n,float f)322 static inline void mat4x4_perspective(mat4x4 m, float y_fov, float aspect, float n, float f) {
323     /* NOTE: Degrees are an unhandy unit to work with.
324      * linmath.h uses radians for everything! */
325     float const a = (float)(1.f / tan(y_fov / 2.f));
326 
327     m[0][0] = a / aspect;
328     m[0][1] = 0.f;
329     m[0][2] = 0.f;
330     m[0][3] = 0.f;
331 
332     m[1][0] = 0.f;
333     m[1][1] = a;
334     m[1][2] = 0.f;
335     m[1][3] = 0.f;
336 
337     m[2][0] = 0.f;
338     m[2][1] = 0.f;
339     m[2][2] = -((f + n) / (f - n));
340     m[2][3] = -1.f;
341 
342     m[3][0] = 0.f;
343     m[3][1] = 0.f;
344     m[3][2] = -((2.f * f * n) / (f - n));
345     m[3][3] = 0.f;
346 }
mat4x4_look_at(mat4x4 m,vec3 eye,vec3 center,vec3 up)347 static inline void mat4x4_look_at(mat4x4 m, vec3 eye, vec3 center, vec3 up) {
348     /* Adapted from Android's OpenGL Matrix.java.                        */
349     /* See the OpenGL GLUT documentation for gluLookAt for a description */
350     /* of the algorithm. We implement it in a straightforward way:       */
351 
352     /* TODO: The negation of of can be spared by swapping the order of
353      *       operands in the following cross products in the right way. */
354     vec3 f;
355     vec3_sub(f, center, eye);
356     vec3_norm(f, f);
357 
358     vec3 s;
359     vec3_mul_cross(s, f, up);
360     vec3_norm(s, s);
361 
362     vec3 t;
363     vec3_mul_cross(t, s, f);
364 
365     m[0][0] = s[0];
366     m[0][1] = t[0];
367     m[0][2] = -f[0];
368     m[0][3] = 0.f;
369 
370     m[1][0] = s[1];
371     m[1][1] = t[1];
372     m[1][2] = -f[1];
373     m[1][3] = 0.f;
374 
375     m[2][0] = s[2];
376     m[2][1] = t[2];
377     m[2][2] = -f[2];
378     m[2][3] = 0.f;
379 
380     m[3][0] = 0.f;
381     m[3][1] = 0.f;
382     m[3][2] = 0.f;
383     m[3][3] = 1.f;
384 
385     mat4x4_translate_in_place(m, -eye[0], -eye[1], -eye[2]);
386 }
387 
388 typedef float quat[4];
quat_identity(quat q)389 static inline void quat_identity(quat q) {
390     q[0] = q[1] = q[2] = 0.f;
391     q[3] = 1.f;
392 }
quat_add(quat r,quat a,quat b)393 static inline void quat_add(quat r, quat a, quat b) {
394     int i;
395     for (i = 0; i < 4; ++i) r[i] = a[i] + b[i];
396 }
quat_sub(quat r,quat a,quat b)397 static inline void quat_sub(quat r, quat a, quat b) {
398     int i;
399     for (i = 0; i < 4; ++i) r[i] = a[i] - b[i];
400 }
quat_mul(quat r,quat p,quat q)401 static inline void quat_mul(quat r, quat p, quat q) {
402     vec3 w;
403     vec3_mul_cross(r, p, q);
404     vec3_scale(w, p, q[3]);
405     vec3_add(r, r, w);
406     vec3_scale(w, q, p[3]);
407     vec3_add(r, r, w);
408     r[3] = p[3] * q[3] - vec3_mul_inner(p, q);
409 }
quat_scale(quat r,quat v,float s)410 static inline void quat_scale(quat r, quat v, float s) {
411     int i;
412     for (i = 0; i < 4; ++i) r[i] = v[i] * s;
413 }
quat_inner_product(quat a,quat b)414 static inline float quat_inner_product(quat a, quat b) {
415     float p = 0.f;
416     int i;
417     for (i = 0; i < 4; ++i) p += b[i] * a[i];
418     return p;
419 }
quat_conj(quat r,quat q)420 static inline void quat_conj(quat r, quat q) {
421     int i;
422     for (i = 0; i < 3; ++i) r[i] = -q[i];
423     r[3] = q[3];
424 }
425 #define quat_norm vec4_norm
quat_mul_vec3(vec3 r,quat q,vec3 v)426 static inline void quat_mul_vec3(vec3 r, quat q, vec3 v) {
427     quat v_ = {v[0], v[1], v[2], 0.f};
428 
429     quat_conj(r, q);
430     quat_norm(r, r);
431     quat_mul(r, v_, r);
432     quat_mul(r, q, r);
433 }
mat4x4_from_quat(mat4x4 M,quat q)434 static inline void mat4x4_from_quat(mat4x4 M, quat q) {
435     float a = q[3];
436     float b = q[0];
437     float c = q[1];
438     float d = q[2];
439     float a2 = a * a;
440     float b2 = b * b;
441     float c2 = c * c;
442     float d2 = d * d;
443 
444     M[0][0] = a2 + b2 - c2 - d2;
445     M[0][1] = 2.f * (b * c + a * d);
446     M[0][2] = 2.f * (b * d - a * c);
447     M[0][3] = 0.f;
448 
449     M[1][0] = 2 * (b * c - a * d);
450     M[1][1] = a2 - b2 + c2 - d2;
451     M[1][2] = 2.f * (c * d + a * b);
452     M[1][3] = 0.f;
453 
454     M[2][0] = 2.f * (b * d + a * c);
455     M[2][1] = 2.f * (c * d - a * b);
456     M[2][2] = a2 - b2 - c2 + d2;
457     M[2][3] = 0.f;
458 
459     M[3][0] = M[3][1] = M[3][2] = 0.f;
460     M[3][3] = 1.f;
461 }
462 
mat4x4o_mul_quat(mat4x4 R,mat4x4 M,quat q)463 static inline void mat4x4o_mul_quat(mat4x4 R, mat4x4 M, quat q) {
464     /*  XXX: The way this is written only works for othogonal matrices. */
465     /* TODO: Take care of non-orthogonal case. */
466     quat_mul_vec3(R[0], q, M[0]);
467     quat_mul_vec3(R[1], q, M[1]);
468     quat_mul_vec3(R[2], q, M[2]);
469 
470     R[3][0] = R[3][1] = R[3][2] = 0.f;
471     R[3][3] = 1.f;
472 }
quat_from_mat4x4(quat q,mat4x4 M)473 static inline void quat_from_mat4x4(quat q, mat4x4 M) {
474     float r = 0.f;
475     int i;
476 
477     int perm[] = {0, 1, 2, 0, 1};
478     int *p = perm;
479 
480     for (i = 0; i < 3; i++) {
481         float m = M[i][i];
482         if (m < r) continue;
483         m = r;
484         p = &perm[i];
485     }
486 
487     r = sqrtf(1.f + M[p[0]][p[0]] - M[p[1]][p[1]] - M[p[2]][p[2]]);
488 
489     if (r < 1e-6) {
490         q[0] = 1.f;
491         q[1] = q[2] = q[3] = 0.f;
492         return;
493     }
494 
495     q[0] = r / 2.f;
496     q[1] = (M[p[0]][p[1]] - M[p[1]][p[0]]) / (2.f * r);
497     q[2] = (M[p[2]][p[0]] - M[p[0]][p[2]]) / (2.f * r);
498     q[3] = (M[p[2]][p[1]] - M[p[1]][p[2]]) / (2.f * r);
499 }
500 
501 #endif
502