Files
c3c/lib/std/math/math_vector.c3

258 lines
8.0 KiB
C

module std::math::vector;
import std::math;
define Vec2f = float[<2>];
define Vec3f = float[<3>];
define Vec4f = float[<4>];
define Vec2 = double[<2>];
define Vec3 = double[<3>];
define Vec4 = double[<4>];
macro Vec2f.length_sq(Vec2f v) = v.dot(v);
macro Vec3f.length_sq(Vec3f v) = v.dot(v);
macro Vec4f.length_sq(Vec4f v) = v.dot(v);
macro Vec2.length_sq(Vec2 v) = v.dot(v);
macro Vec3.length_sq(Vec3 v) = v.dot(v);
macro Vec4.length_sq(Vec4 v) = v.dot(v);
macro Vec2f.distance_sq(Vec2f v1, Vec2f v2) = (v1 - v2).length_sq();
macro Vec3f.distance_sq(Vec3f v1, Vec3f v2) = (v1 - v2).length_sq();
macro Vec4f.distance_sq(Vec4f v1, Vec4f v2) = (v1 - v2).length_sq();
macro Vec2.distance_sq(Vec2 v1, Vec2 v2) = (v1 - v2).length_sq();
macro Vec3.distance_sq(Vec3 v1, Vec3 v2) = (v1 - v2).length_sq();
macro Vec4.distance_sq(Vec4 v1, Vec4 v2) = (v1 - v2).length_sq();
macro Vec2f.transform(Vec2f v, Matrix4f mat) = transform2(v, mat);
macro Vec2f.rotate(Vec2f v, float angle) = rotate(v, angle);
macro Vec2f.angle(Vec2f v1, Vec2f v2) = math::atan2(v2[1], v2[0]) - math::atan2(v1[1], v2[0]);
macro Vec2.transform(Vec2 v, Matrix4 mat) = transform2(v, mat);
macro Vec2.rotate(Vec2 v, double angle) = rotate(v, angle);
macro Vec2.angle(Vec2 v1, Vec2 v2) = math::atan2(v2[1], v2[0]) - math::atan2(v1[1], v2[0]);
macro Vec2f.clamp_mag(Vec2f v, float min, float max) = clamp_magnitude(v, min, max);
macro Vec3f.clamp_mag(Vec3f v, float min, float max) = clamp_magnitude(v, min, max);
macro Vec4f.clamp_mag(Vec4f v, float min, float max) = clamp_magnitude(v, min, max);
macro Vec2.clamp_mag(Vec2 v, double min, double max) = clamp_magnitude(v, min, max);
macro Vec3.clamp_mag(Vec3 v, double min, double max) = clamp_magnitude(v, min, max);
macro Vec4.clamp_mag(Vec4 v, double min, double max) = clamp_magnitude(v, min, max);
fn Vec2f Vec2f.towards(Vec2f v, Vec2f target, float max_distance) = towards(v, target, max_distance);
fn Vec3f Vec3f.towards(Vec3f v, Vec3f target, float max_distance) = towards(v, target, max_distance);
fn Vec4f Vec4f.towards(Vec4f v, Vec4f target, float max_distance) = towards(v, target, max_distance);
fn Vec2 Vec2.towards(Vec2 v, Vec2 target, double max_distance) = towards(v, target, max_distance);
fn Vec3 Vec3.towards(Vec3 v, Vec3 target, double max_distance) = towards(v, target, max_distance);
fn Vec4 Vec4.towards(Vec4 v, Vec4 target, double max_distance) = towards(v, target, max_distance);
fn Vec3f Vec3f.cross(Vec3f v1, Vec3f v2) = cross3(v1, v2);
fn Vec3 Vec3.cross(Vec3 v1, Vec3 v2) = cross3(v1, v2);
fn Vec3f Vec3f.perpendicular(Vec3f v) = perpendicular3(v);
fn Vec3 Vec3.perpendicular(Vec3 v) = perpendicular3(v);
fn Vec3f Vec3f.barycenter(Vec3f p, Vec3f a, Vec3f b, Vec3f c) = barycenter3(p, a, b, c);
fn Vec3 Vec3.barycenter(Vec3 p, Vec3 a, Vec3 b, Vec3 c) = barycenter3(p, a, b, c);
fn Vec3f Vec3f.transform(Vec3f v, Matrix4f mat) = transform3(v, mat);
fn Vec3 Vec3.transform(Vec3 v, Matrix4 mat) = transform3(v, mat);
fn float Vec3f.angle(Vec3f v1, Vec3f v2) = angle3(v1, v2);
fn double Vec3.angle(Vec3 v1, Vec3 v2) = angle3(v1, v2);
fn Vec3f Vec3f.refract(Vec3f v, Vec3f n, float r) = refract3(v, n, r);
fn Vec3 Vec3.refract(Vec3 v, Vec3 n, double r) = refract3(v, n, r);
fn void ortho_normalize(Vec3f* v1, Vec3f* v2) = ortho_normalize3(v1, v2);
fn void ortho_normalized(Vec3* v1, Vec3* v2) = ortho_normalize3(v1, v2);
fn Matrix4f matrix4f_look_at(Vec3f eye, Vec3f target, Vec3f up) = matrix_look_at(Matrix4f, eye, target, up);
fn Matrix4 matrix4_look_at(Vec3 eye, Vec3 target, Vec3 up) = matrix_look_at(Matrix4, eye, target, up);
fn Vec3f Vec3f.rotate_quat(Vec3f v, Quaternionf q) = rotate_by_quat3(v, q);
fn Vec3 Vec3.rotate_quat(Vec3 v, Quaternion q) = rotate_by_quat3(v, q);
fn Vec3f Vec3f.rotate_axis(Vec3f v, Vec3f axis, float angle) = rotate_axis_angle(v, axis, angle);
fn Vec3 Vec3.rotate_axis(Vec3 v, Vec3 axis, double angle) = rotate_axis_angle(v, axis, angle);
fn Vec3f Vec3f.unproject(Vec3f v, Matrix4f projection, Matrix4f view) = unproject3(v, projection, view);
fn Vec3 Vec3.unproject(Vec3 v, Matrix4 projection, Matrix4 view) = unproject3(v, projection, view);
private macro towards(v, target, max_distance)
{
var delta = target - v;
var square = delta.length_sq();
if (square == 0 || (max_distance >= 0 && (square <= max_distance * max_distance))) return target;
var dist = math::sqrt(square);
return v + delta * max_distance / dist;
}
private macro clamp_magnitude(v, min, max)
{
var length = v.dot(v);
if (length > 0)
{
length = math::sqrt(length);
if (length < min) return v * (min / length);
if (length > max) return v * (max / length);
}
return v;
}
private macro rotate(v, angle)
{
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 };
}
private macro perpendicular3(v)
{
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);
}
private macro cross3(v1, v2)
{
var a = v1.yzx * v2.zxy;
var b = v1.zxy * v2.yzx;
return a - b;
}
private macro transform2(v, mat)
{
return $typeof(v) { mat.m00 * v[0] + mat.m10 * v[1] + mat.30,
mat.m01 * v[0] + mar.m11 * v[1] + mat.31 };
}
private macro transform3(v, mat)
{
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
};
}
private macro angle3(v1, v2)
{
var len = v1.cross(v2).length();
var dot = v1.dot(v2);
return math::atan2(len, dot);
}
private macro void ortho_normalize3(v1, v2)
{
var v1n = *v1 = v1.normalize();
var vn1 = v1n.cross(*v2).normalize();
*v2 = v1n.cross(vn1);
}
private macro rotate_by_quat3(v, q)
{
return $typeof(v) {
v[0] * (q.i * q.i + q.l * q.l - q.j * q.j - q.k * q.k)
+ v[1] * (2 * q.i * q.j - 2 * q.l * q.k)
+ v[2] * (2 * q.i * q.k - 2 * q.l * q.j),
v[0] * (2 * q.l * q.k + 2 * q.i * q.j)
+ v[1] * (q.l * q.l - q.i * q.i + q.j * q.j - q.k * q.k)
+ v[2] * (-2 * q.l * q.i + 2 * q.j * q.k),
v[0] * (-2 * q.l * q.j + 2 * q.i * q.k)
+ v[1] * (2 * q.l * q.i + 2 * q.j * q.k)
+ v[2] * (q.l * q.l - q.i * q.i - q.j * q.j + q.k * q.k)
};
}
private macro rotate_axis_angle(v, axis, angle)
{
axis = axis.normalize();
angle /= 2;
var w = axis * math::sin(angle);
var wv = w.cross(v);
var wwv = w.cross(wv);
wv *= math::cos(angle) * 2;
wwv *= 2;
return v + wv + wwv;
}
private macro matrix_look_at($Type, eye, target, up)
{
var vz = (eye - target).normalize();
var vx = up.cross(vz).normalize();
var vy = vz.cross(vx);
return $Type {
vx[0], vy[0], vz[0], 0,
vx[1], vy[1], vz[1], 0,
vx[2], vy[2], vz[2], 0,
- vx.dot(eye), - vy.dot(eye), - vz.dot(eye), 1
};
}
private macro unproject3(v, m1, m2)
{
return v;
/*
var view_proj = m1.mul(m2);
var invert = view_proj.invert();
// Create quaternion from source point
$if ($typeof(v[0]).typeid == 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
};*/
}
private macro barycenter3(p, a, b, c)
{
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 };
}
private macro refract3(v, n, r)
{
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;
}