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* Add radians to deg function * Quaternion math fixes * Formatting, use splat/swizzling, divide into multiple tests. --------- Co-authored-by: tonis2 <tanton@paysure.solutions> Co-authored-by: Christoffer Lerno <christoffer@aegik.com>
208 lines
6.2 KiB
Plaintext
208 lines
6.2 KiB
Plaintext
// Vector supplemental methods
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module std::math::vector;
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import std::math;
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macro double double[<*>].sq_magnitude(self) => self.dot(self);
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macro float float[<*>].sq_magnitude(self) => self.dot(self);
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macro double double[<*>].distance_sq(self, double[<*>] v2) => (self - v2).sq_magnitude();
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macro float float[<*>].distance_sq(self, float[<*>] v2) => (self - v2).sq_magnitude();
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macro float[<2>] float[<2>].transform(self, Matrix4f mat) => transform2(self, mat);
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macro float[<2>] float[<2>].rotate(self, float angle) => rotate(self, angle);
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macro float[<2>] float[<2>].angle(self, float[<2>] v2) => math::atan2(v2.y, v2.x) - math::atan2(self.y, self.x);
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macro double[<2>] double[<2>].transform(self, Matrix4 mat) => transform2(self, mat);
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macro double[<2>] double[<2>].rotate(self, double angle) => rotate(self, angle);
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macro double[<2>] double[<2>].angle(self, double[<2>] v2) => math::atan2(v2.y, v2.x) - math::atan2(self.y, self.x);
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macro float[<*>] float[<*>].clamp_mag(self, float min, float max) => clamp_magnitude(self, min, max);
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macro double[<*>] double[<*>].clamp_mag(self, double min, double max) => clamp_magnitude(self, min, max);
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macro float[<*>] float[<*>].towards(self, float[<*>] target, float max_distance) => towards(self, target, max_distance);
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macro double[<*>] double[<*>].towards(self, double[<*>] target, double max_distance) => towards(self, target, max_distance);
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fn float[<3>] float[<3>].cross(self, float[<3>] v2) => cross3(self, v2);
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fn double[<3>] double[<3>].cross(self, double[<3>] v2) => cross3(self, v2);
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fn float[<3>] float[<3>].perpendicular(self) => perpendicular3(self);
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fn double[<3>] double[<3>].perpendicular(self) => perpendicular3(self);
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fn float[<3>] float[<3>].barycenter(self, float[<3>] a, float[<3>] b, float[<3>] c) => barycenter3(self, a, b, c);
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fn double[<3>] double[<3>].barycenter(self, double[<3>] a, double[<3>] b, double[<3>] c) => barycenter3(self, a, b, c);
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fn float[<3>] float[<3>].transform(self, Matrix4f mat) => transform3(self, mat);
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fn double[<3>] double[<3>].transform(self, Matrix4 mat) => transform3(self, mat);
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fn float float[<3>].angle(self, float[<3>] v2) => angle3(self, v2);
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fn double double[<3>].angle(self, double[<3>] v2) => angle3(self, v2);
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fn float[<3>] float[<3>].refract(self, float[<3>] n, float r) => refract3(self, n, r);
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fn double[<3>] double[<3>].refract(self, double[<3>] n, double r) => refract3(self, n, r);
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fn float[<3>] float[<3>].rotate_quat(self, Quaternionf q) => q * self;
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fn double[<3>] double[<3>].rotate_quat(self, Quaternion q) => q * self;
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fn float[<3>] float[<3>].rotate_axis(self, float[<3>] axis, float angle) => rotate_axis_angle(self, axis, angle);
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fn double[<3>] double[<3>].rotate_axis(self, double[<3>] axis, double angle) => rotate_axis_angle(self, axis, angle);
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fn float[<3>] float[<3>].unproject(self, Matrix4f projection, Matrix4f view) => unproject3(self, projection, view);
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fn double[<3>] double[<3>].unproject(self, Matrix4 projection, Matrix4 view) => unproject3(self, projection, view);
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fn void ortho_normalize(float[<3>]* v1, float[<3>]* v2) => ortho_normalize3(v1, v2);
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fn void ortho_normalized(double[<3>]* v1, double[<3>]* v2) => ortho_normalize3(v1, v2);
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// -- private helpers
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macro towards(v, target, max_distance) @private
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{
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var delta = target - v;
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var square = delta.sq_magnitude();
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if (square == 0 || (max_distance >= 0 && (square <= max_distance * max_distance))) return target;
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var dist = math::sqrt(square);
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return v + delta * max_distance / dist;
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}
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macro clamp_magnitude(v, min, max) @private
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{
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var length = v.sq_magnitude();
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if (length > 0)
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{
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length = math::sqrt(length);
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if (length < min) return v * (min / length);
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if (length > max) return v * (max / length);
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}
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return v;
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}
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macro rotate(v, angle) @private
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{
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var c = math::cos(angle);
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var s = math::sin(angle);
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return ($typeof(v)) { v[0] * c - v[1] * s, v[0] * s + v[1] * c };
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}
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macro perpendicular3(v) @private
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{
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var min = math::abs(v[0]);
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$typeof(v) cardinal_axis = { 1, 0, 0 };
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if (var vy = math::abs(v[1]), vy < min)
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{
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min = vy;
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cardinal_axis = { 0, 1, 0 };
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}
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if (var vz = math::abs(v[2]), vz < min)
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{
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cardinal_axis = { 0, 0, 1 };
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}
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return cross3(v, cardinal_axis);
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}
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macro cross3(v1, v2) @private
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{
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var a = v1.yzx * v2.zxy;
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var b = v1.zxy * v2.yzx;
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return a - b;
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}
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macro transform2(v, mat) @private
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{
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return ($typeof(v)) {
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mat.m00 * v[0] + mat.m10 * v[1] + mat.m30 ,
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mat.m01 * v[0] + mat.m11 * v[1] + mat.m31 };
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}
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macro transform3(v, mat) @private
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{
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return ($typeof(v)){
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mat.m00 * v[0] + mat.m10 * v[1] + mat.m20 * v[2] + mat.m30,
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mat.m01 * v[0] + mat.m11 * v[1] + mat.m21 * v[2] + mat.m31,
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mat.m02 * v[0] + mat.m12 * v[1] + mat.m22 * v[2] + mat.m32
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};
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}
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macro angle3(v1, v2) @private
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{
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var len = v1.cross(v2).length();
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var dot = v1.dot(v2);
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return math::atan2(len, dot);
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}
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macro void ortho_normalize3(v1, v2) @private
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{
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var v1n = *v1 = v1.normalize();
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var vn1 = v1n.cross(*v2).normalize();
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*v2 = v1n.cross(vn1);
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}
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macro rotate_axis_angle(v, axis, angle) @private
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{
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axis = axis.normalize();
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angle /= 2;
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var w = axis * math::sin(angle);
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var wv = w.cross(v);
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var wwv = w.cross(wv);
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wv *= math::cos(($typeof(v))angle) * 2;
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wwv *= 2;
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return v + wv + wwv;
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}
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macro unproject3(v, m1, m2) @private
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{
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return v;
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/*
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var view_proj = m1.mul(m2);
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var invert = view_proj.invert();
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// Create quaternion from source point
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$if @typeid(v[0]) == float.typeid:
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Quaternionf quat = { v.x, v.y, v.z, 1 };
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$else
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Quaternion quat = { v.x, v.y, v.z, 1 };
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$endif
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// Multiply quat point by unproject matrix
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var qtransformed = quat.transform(invert);
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// Normalized world points in vectors
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return {
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qtransformed.i / qtransformed.l,
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qtransformed.j / qtransformed.l,
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qtransformed.k / qtransformed.l
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};*/
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}
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macro barycenter3(p, a, b, c) @private
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{
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var v0 = b - a;
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var v1 = c - a;
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var v2 = p - a;
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var d00 = v0.dot(v0);
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var d01 = v0.dot(v1);
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var d11 = v1.dot(v1);
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var d20 = v2.dot(v0);
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var d21 = v2.dot(v1);
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var denom = d00 * d11 - d01 * d01;
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var y = (d11 * d20 - d01 * d21) / denom;
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var z = (d00 * d21 - d01 * d20) / denom;
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return ($typeof(p)){ 1 - y - z, y, z };
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}
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macro refract3(v, n, r) @private
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{
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var dot = v.dot(n);
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var d = 1 - r * r * (1 - dot * dot);
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return d < 0 ? v : r * v - (r * dot + math::sqrt(d)) * n;
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}
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