// Vector supplemental methods module std::math::vector; import std::math; macro double[<*>].sq_magnitude(self) => self.dot(self); macro float[<*>].sq_magnitude(self) => self.dot(self); macro double[<*>].distance_sq(self, double[<*>] v2) => (self - v2).sq_magnitude(); macro float[<*>].distance_sq(self, float[<*>] v2) => (self - v2).sq_magnitude(); macro float[<2>].transform(self, Matrix4f mat) => transform2(self, mat); macro float[<2>].rotate(self, float angle) => rotate(self, angle); macro float[<2>].angle(self, float[<2>] v2) => math::atan2(v2.y, v2.x) - math::atan2(self.y, self.x); macro double[<2>].transform(self, Matrix4 mat) => transform2(self, mat); macro double[<2>].rotate(self, double angle) => rotate(self, angle); macro double[<2>].angle(self, double[<2>] v2) => math::atan2(v2.y, v2.x) - math::atan2(self.y, self.x); macro float[<*>].clamp_mag(self, float min, float max) => clamp_magnitude(self, min, max); macro double[<*>].clamp_mag(self, double min, double max) => clamp_magnitude(self, min, max); macro float[<*>].towards(self, float[<*>] target, float max_distance) => towards(self, target, max_distance); macro double[<*>].towards(self, double[<*>] target, double max_distance) => towards(self, target, max_distance); fn float[<3>] float[<3>].cross(self, float[<3>] v2) => cross3(self, v2); fn double[<3>] double[<3>].cross(self, double[<3>] v2) => cross3(self, v2); fn float[<3>] float[<3>].perpendicular(self) => perpendicular3(self); fn double[<3>] double[<3>].perpendicular(self) => perpendicular3(self); fn float[<3>] float[<3>].barycenter(self, float[<3>] a, float[<3>] b, float[<3>] c) => barycenter3(self, a, b, c); fn double[<3>] double[<3>].barycenter(self, double[<3>] a, double[<3>] b, double[<3>] c) => barycenter3(self, a, b, c); fn float[<3>] float[<3>].transform(self, Matrix4f mat) => transform3(self, mat); fn double[<3>] double[<3>].transform(self, Matrix4 mat) => transform3(self, mat); fn float float[<3>].angle(self, float[<3>] v2) => angle3(self, v2); fn double double[<3>].angle(self, double[<3>] v2) => angle3(self, v2); fn float[<3>] float[<3>].refract(self, float[<3>] n, float r) => refract3(self, n, r); fn double[<3>] double[<3>].refract(self, double[<3>] n, double r) => refract3(self, n, r); fn float[<3>] float[<3>].rotate_quat(self, Quaternionf q) => rotate_by_quat3(self, q); fn double[<3>] double[<3>].rotate_quat(self, Quaternion q) => rotate_by_quat3(self, q); fn float[<3>] float[<3>].rotate_axis(self, float[<3>] axis, float angle) => rotate_axis_angle(self, axis, angle); fn double[<3>] double[<3>].rotate_axis(self, double[<3>] axis, double angle) => rotate_axis_angle(self, axis, angle); fn float[<3>] float[<3>].unproject(self, Matrix4f projection, Matrix4f view) => unproject3(self, projection, view); fn double[<3>] double[<3>].unproject(self, Matrix4 projection, Matrix4 view) => unproject3(self, projection, view); fn void ortho_normalize(float[<3>]* v1, float[<3>]* v2) => ortho_normalize3(v1, v2); fn void ortho_normalized(double[<3>]* v1, double[<3>]* v2) => ortho_normalize3(v1, v2); // -- private helpers macro towards(v, target, max_distance) @private { var delta = target - v; var square = delta.sq_magnitude(); if (square == 0 || (max_distance >= 0 && (square <= max_distance * max_distance))) return target; var dist = math::sqrt(square); return v + delta * max_distance / dist; } macro clamp_magnitude(v, min, max) @private { var length = v.sq_magnitude(); if (length > 0) { length = math::sqrt(length); if (length < min) return v * (min / length); if (length > max) return v * (max / length); } return v; } macro rotate(v, angle) @private { var c = math::cos(angle); var s = math::sin(angle); return ($typeof(v)) { v[0] * c - v[1] * s, v[0] * s + v[1] * c }; } macro perpendicular3(v) @private { var min = math::abs(v[0]); $typeof(v) cardinal_axis = { 1, 0, 0 }; if (var vy = math::abs(v[1]), vy < min) { min = vy; cardinal_axis = { 0, 1, 0 }; } if (var vz = math::abs(v[2]), vz < min) { cardinal_axis = { 0, 0, 1 }; } return cross3(v, cardinal_axis); } macro cross3(v1, v2) @private { var a = v1.yzx * v2.zxy; var b = v1.zxy * v2.yzx; return a - b; } macro transform2(v, mat) @private { return ($typeof(v)) { mat.m00 * v[0] + mat.m10 * v[1] + mat.m30 , mat.m01 * v[0] + mat.m11 * v[1] + mat.m31 }; } macro transform3(v, mat) @private { return ($typeof(v)){ mat.m00 * v[0] + mat.m10 * v[1] + mat.m20 * v[2] + mat.m30, mat.m01 * v[0] + mat.m11 * v[1] + mat.m21 * v[2] + mat.m31, mat.m02 * v[0] + mat.m12 * v[1] + mat.m22 * v[2] + mat.m32 }; } macro angle3(v1, v2) @private { var len = v1.cross(v2).length(); var dot = v1.dot(v2); return math::atan2(len, dot); } macro void ortho_normalize3(v1, v2) @private { var v1n = *v1 = v1.normalize(); var vn1 = v1n.cross(*v2).normalize(); *v2 = v1n.cross(vn1); } macro rotate_by_quat3(v, q) @private { return ($typeof(v)){ v[0] * (q.i * q.i + q.l * q.l - q.j * q.j - q.k * q.k) + v[1] * (2 * q.i * q.j - 2 * q.l * q.k) + v[2] * (2 * q.i * q.k - 2 * q.l * q.j), v[0] * (2 * q.l * q.k + 2 * q.i * q.j) + v[1] * (q.l * q.l - q.i * q.i + q.j * q.j - q.k * q.k) + v[2] * (-2 * q.l * q.i + 2 * q.j * q.k), v[0] * (-2 * q.l * q.j + 2 * q.i * q.k) + v[1] * (2 * q.l * q.i + 2 * q.j * q.k) + v[2] * (q.l * q.l - q.i * q.i - q.j * q.j + q.k * q.k) }; } macro rotate_axis_angle(v, axis, angle) @private { axis = axis.normalize(); angle /= 2; var w = axis * math::sin(angle); var wv = w.cross(v); var wwv = w.cross(wv); wv *= math::cos(($typeof(v))angle) * 2; wwv *= 2; return v + wv + wwv; } macro unproject3(v, m1, m2) @private { return v; /* var view_proj = m1.mul(m2); var invert = view_proj.invert(); // Create quaternion from source point $if @typeid(v[0]) == float.typeid: Quaternionf quat = { v.x, v.y, v.z, 1 }; $else Quaternion quat = { v.x, v.y, v.z, 1 }; $endif // Multiply quat point by unproject matrix var qtransformed = quat.transform(invert); // Normalized world points in vectors return { qtransformed.i / qtransformed.l, qtransformed.j / qtransformed.l, qtransformed.k / qtransformed.l };*/ } macro barycenter3(p, a, b, c) @private { var v0 = b - a; var v1 = c - a; var v2 = p - a; var d00 = v0.dot(v0); var d01 = v0.dot(v1); var d11 = v1.dot(v1); var d20 = v2.dot(v0); var d21 = v2.dot(v1); var denom = d00 * d11 - d01 * d01; var y = (d11 * d20 - d01 * d21) / denom; var z = (d00 * d21 - d01 * d20) / denom; return ($typeof(p)){ 1 - y - z, y, z }; } macro refract3(v, n, r) @private { var dot = v.dot(n); var d = 1 - r * r * (1 - dot * dot); return d < 0 ? v : r * v - (r * dot + math::sqrt(d)) * n; }