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/* date = March 17th 2026 1:10 am */
#ifndef BASE_MATH_H
#define BASE_MATH_H
//~ Types
typedef struct range_s64 range_s64;
struct range_s64
{
s64 Min;
s64 Max;
};
typedef struct range_u64 range_u64;
struct range_u64
{
u64 Min;
u64 Max;
};
typedef union v2 v2;
union v2
{
f32 e[2];
struct { f32 X, Y; };
};
#define V2Arg(Value) Value.X, Value.Y
typedef union v3 v3;
union v3
{
f32 e[3];
struct { f32 X, Y, Z; };
};
#define V3Arg(Value) Value.X, Value.Y, Value.Z
typedef union v4 v4;
union v4
{
f32 e[4];
v2 eV2[2];
struct
{
v2 Min;
v2 Max;
};
struct { f32 X, Y, Z, W; };
struct { f32 R, G, B, A; };
};
#define V4Arg(Value) Value.X, Value.Y, Value.Z, Value.W
#define U32ToV4Arg(Value) \
((f32)(((Value) >> 8*2) & 0xFF)/255.0f), \
((f32)(((Value) >> 8*1) & 0xFF)/255.0f), \
((f32)(((Value) >> 8*0) & 0xFF)/255.0f), \
((f32)(((Value) >> 8*3) & 0xFF)/255.0f)
//~ Functions
internal inline u64
GetRangeU64Count(range_u64 Range)
{
u64 Result = Range.Max - Range.Min;
return Result;
}
internal inline v2
V2AddV2(v2 A, v2 B)
{
v2 Result = {0};
Result.X = A.X + B.X;
Result.Y = A.Y + B.Y;
return Result;
}
internal inline v2
V2AddF32(v2 A, f32 B)
{
v2 Result = {0};
Result.X = A.X + B;
Result.Y = A.Y + B;
return Result;
}
internal inline v2
V2SubF32(v2 A, f32 B)
{
v2 Result = {0};
Result.X = A.X - B;
Result.Y = A.Y - B;
return Result;
}
internal inline v2
V2MulF32(v2 A, f32 B)
{
v2 Result = {0};
Result.X = A.X * B;
Result.Y = A.Y * B;
return Result;
}
internal inline v2
V2SubV2(v2 A, v2 B)
{
v2 Result = {0};
Result.X = A.X - B.X;
Result.Y = A.Y - B.Y;
return Result;
}
internal inline v2
V2S32(s32 X, s32 Y)
{
v2 Result = {0};
Result.X = (f32)X;
Result.Y = (f32)Y;
return Result;
}
internal inline v2
V2MulV2(v2 A, v2 B)
{
v2 Result = {0};
Result.X = A.X * B.X;
Result.Y = A.Y * B.Y;
return Result;
}
internal inline v2
V2(f32 A, f32 B)
{
v2 Result = {0};
Result.X = A;
Result.Y = B;
return Result;
}
internal inline f32
Inner(v2 A, v2 B)
{
f32 Result = A.X*B.X + A.Y*B.Y;
return Result;
}
internal inline v3
V3(f32 X, f32 Y, f32 Z)
{
v3 Result = {0};
Result.X = X;
Result.Y = Y;
Result.Z = Z;
return Result;
}
internal inline v4
V4(f32 X, f32 Y, f32 Z, f32 W)
{
v4 Result = {0};
Result.X = X;
Result.Y = Y;
Result.Z = Z;
Result.W = W;
return Result;
}
internal inline v4
V4F32(f32 A)
{
v4 Result = {0};
Result.X = A;
Result.Y = A;
Result.Z = A;
Result.W = A;
return Result;
}
internal inline b32
InBounds(v2 A, v2 Min, v2 Max)
{
b32 Result = !!((A.X >= Min.X && A.X < Max.X) &&
(A.Y >= Min.Y && A.Y < Max.Y));
return Result;
}
#define E e[_VecMathIdx]
#define V2Math for EachIndex(_VecMathIdx, 2)
#define V3Math for EachIndex(_VecMathIdx, 3)
#define V4Math for EachIndex(_VecMathIdx, 4)
// V3Math { C.E = A.E * B.E; }
//-
internal inline v4
Rect(f32 MinX, f32 MinY, f32 MaxX, f32 MaxY)
{
v4 Result = {0};
Result.Min = V2(MinX, MinY);
Result.Max = V2(MaxX, MaxY);
return Result;
}
internal inline v4
RectV2(v2 Min, v2 Max)
{
v4 Result = {0};
Result.Min = Min;
Result.Max = Max;
return Result;
}
internal inline v4
RectFromCenterDim(v2 Center, v2 Dim)
{
v4 Result = {0};
Result.Min = V2(Center.X - Dim.X, Center.Y - Dim.Y);
Result.Max = V2(Center.X + Dim.X, Center.Y + Dim.Y);
return Result;
}
internal inline v4
RectFromSize(v2 TopLeft, v2 Size)
{
v4 Result = {0};
Result.Min = TopLeft;
Result.Max = V2AddV2(TopLeft, Size);
return Result;
}
internal inline v2
SizeFromRect(v4 Rec)
{
v2 Result = V2(Rec.Max.X - Rec.Min.X,
Rec.Max.Y - Rec.Min.Y);
return Result;
}
internal inline v4
V4FromRec(v4 Rec)
{
v4 Result = V4(Rec.Min.X, Rec.Min.Y, Rec.Max.X, Rec.Max.Y);
return Result;
}
internal inline b32
IsInside(f32 X, f32 Y, v2 Min, v2 Max)
{
b32 Result = (X >= Min.X && X < Max.X &&
Y >= Min.Y && Y < Max.Y);
return Result;
}
internal inline b32
IsInsideV2(v2 P, v2 Min, v2 Max)
{
b32 Result = IsInside(P.X, P.Y, Min, Max);
return Result;
}
internal inline b32
IsInsideV4(f32 X, f32 Y, v4 Rec)
{
b32 Result = IsInside(X, Y, V2(Rec.X, Rec.Y), V2(Rec.Z, Rec.W));
return Result;
}
internal inline b32
IsInsideRect(f32 X, f32 Y, v4 Rec)
{
b32 Result = IsInside(X, Y, Rec.Min, Rec.Max);
return Result;
}
internal inline b32
IsInsideRectV2(v2 Pos, v4 Rec)
{
b32 Result = IsInsideRect(Pos.X, Pos.Y, Rec);
return Result;
}
internal inline v4
RectShrink(v4 Rec, f32 Size)
{
v4 Result = Rec;
V2Math Result.Min.E += Size;
V2Math Result.Max.E -= Size;
return Result;
}
internal inline v4
RectIntersect(v4 A, v4 B)
{
v4 Result = {0};
Result.Min.X = Max(A.Min.X, B.Min.X);
Result.Min.Y = Max(A.Min.Y, B.Min.Y);
Result.Max.X = Min(A.Max.X, B.Max.X);
Result.Max.Y = Min(A.Max.Y, B.Max.Y);
return Result;
}
internal inline b32
RectValid(v4 A)
{
b32 Result = (A.Min.X < A.Max.X &&
A.Min.Y < A.Max.Y);
return Result;
}
//-
internal inline f32
Square(f32 X)
{
f32 Result = X*X;
return Result;
}
internal f32
Lerp(f32 A, f32 B, f32 t)
{
f32 Result = A*t + B*(1-t);
return Result;
}
#endif //BASE_MATH_H
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