356 lines
8.7 KiB
Text
356 lines
8.7 KiB
Text
/*
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Vec is a generic set of N named values of type T (aka. a mathematical vector)
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The values can be accessed via array index or their common component names:
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- u, v, d
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- x, y, z, w
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- r, g, b, a
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- x, y, width, height
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- min_x, min_y, max_x, max_y
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- c0, c1, c2, c3, ... cN
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For most use cases, opt for the named variants of this type:
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Vec2 : Vec(2, float)
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Vec3 : Vec(3, float)
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Vec4 : Vec(4, float)
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Quat : Vec(4, float)
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Sadly, Vec does *NOT* solve the problem of interfacing with
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external vector types (including Jai's 'Math' module).
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To fix this, create two helper macros:
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to_jai :: (v: Vec4) -> jmath.Vector4 #expand {
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return v.(jmath.Vector4,force);
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}
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to_jai :: (v: *Vec4) -> *jmath.Vector4 #expand {
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return v.(*jmath.Vector4);
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}
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*/
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Vec :: struct(N: int, T: Type)
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#modify {
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info := T.(*Type_Info);
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return info.type == .INTEGER || info.type == .FLOAT, "Vec T must be a numeric type (int or float)";
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} {
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#assert (N > 0) "Vec N cannot be <= 0";
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// Vecs are backed by an array internally. The #insert block below
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// generates #place'd unions of named fields or cN fields when N is > 4.
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#as components: [N]T;
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#insert -> string {
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b: basic.String_Builder;
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basic.append(*b, "#place components;\n");
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fields :: []string.[
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string.[ "x", "r", "u", "min_x", "" ],
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string.[ "y", "g", "v", "min_y", "" ],
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string.[ "z", "b", "d", "max_x", "width" ],
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string.[ "w", "a", "" , "max_y", "height" ],
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];
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for i: 0..N - 1 {
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if i < fields.count {
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basic.append(*b, "union {\n");
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for field: fields[i] if field.count != 0 {
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basic.print_to_builder(*b, "\t%: T = ---;\n", field);
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}
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basic.print_to_builder(*b, "\tc%: T = ---;\n", i);
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basic.append(*b, "};\n");
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}
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else {
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basic.print_to_builder(*b, "c%: T = ---;\n", i);
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}
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}
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return basic.builder_to_string(*b);
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};
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}
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operator [] :: (v: Vec, $$idx: int) -> v.T #no_abc {
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bounds_check_index(idx, v.N);
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return v.components[idx];
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}
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operator *[] :: (v: *Vec, $$idx: int) -> *v.T #no_abc {
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bounds_check_index(idx, v.N);
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return *v.components[idx];
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}
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operator []= :: (v: *Vec, $$idx: int, value: v.T) #no_abc {
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bounds_check_index(idx, v.N);
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v.components[idx] = value;
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}
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for_expansion :: (v: *Vec, body: Code, flags: For_Flags) #expand {
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for i: 0..v.N - 1 {
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`it_index := i;
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#if flags & .POINTER {
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`it := *v.components[i];
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} else {
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`it := v.components[i];
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}
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#insert,scope(body) body;
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}
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}
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operator + :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc {
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res: Vec(l.N, l.T) = ---;
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// @todo(judah): unroll for N <= 4
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for l res[it_index] = it + r[it_index];
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return res;
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}
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operator - :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc {
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res: Vec(l.N, l.T) = ---;
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// @todo(judah): unroll for N <= 4
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for l res[it_index] = it - r[it_index];
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return res;
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}
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operator * :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc {
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res: Vec(l.N, l.T) = ---;
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// @todo(judah): unroll for N <= 4
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for l res[it_index] = it * r[it_index];
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return res;
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}
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operator / :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc {
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res: Vec(l.N, l.T) = ---;
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// @todo(judah): unroll for N <= 4
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for l res[it_index] = it / r[it_index];
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return res;
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}
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operator + :: inline (l: Vec, r: $R) -> Vec(l.N, l.T) #no_abc #symmetric
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#modify { return meta.type_is_scalar(R), "type is not integer or float"; } {
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res: Vec(l.N, l.T) = ---;
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for l res[it_index] = it + r;
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return res;
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}
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operator - :: inline (l: Vec, r: $R) -> Vec(l.N, l.T) #no_abc
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#modify { return meta.type_is_scalar(R), "type is not integer or float"; } {
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res: Vec(l.N, l.T) = ---;
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for l res[it_index] = it - r;
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return res;
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}
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operator - :: inline (l: $R, r: Vec) -> Vec(l.N, l.T) #no_abc
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#modify { return meta.type_is_scalar(R), "type is not integer or float"; } {
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res: Vec(l.N, l.T) = ---;
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for l res[it_index] = r - it;
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return res;
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}
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operator * :: inline (l: Vec, r: $R) -> Vec(l.N, l.T) #no_abc #symmetric
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#modify { return meta.type_is_scalar(R), "type is not integer or float"; } {
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res: Vec(l.N, l.T) = ---;
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for l res[it_index] = it*r;
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return res;
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}
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operator / :: inline (l: Vec, r: $R) -> Vec(l.N, l.T) #no_abc
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#modify { return meta.type_is_scalar(R), "type is not integer or float"; } {
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res: Vec(l.N, l.T) = ---;
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for l res[it_index] = it/r;
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return res;
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}
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operator == :: inline (l: Vec, r: Vec(l.N, l.T)) -> bool #no_abc {
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for l if it != r[it_index] return false;
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return true;
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}
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min :: (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc {
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res: Vec(l.N, l.T) = ---;
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n := l.N - 1;
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while n >= 0 {
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if l[n] < r[n]
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res[n] = l[n];
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else
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res[n] = r[n];
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n -= 1;
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}
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return res;
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}
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max :: (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc {
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res: Vec(l.N, l.T) = ---;
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n := l.N - 1;
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while n >= 0 {
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if l[n] > r[n]
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res[n] = l[n];
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else
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res[n] = r[n];
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n -= 1;
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}
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return res;
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}
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ceil :: (l: Vec, x: l.T) -> Vec(l.N, l.T) #no_abc {
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r: Vec(l.N, l.T) = ---;
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n := l.N - 1;
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while n >= 0 {
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if x < l[n]
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r[n] = x;
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else
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r[n] = l[n];
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n -= 1;
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}
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return r;
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}
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floor :: (l: Vec, x: l.T) -> Vec(l.N, l.T) #no_abc {
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r: Vec(l.N, l.T) = ---;
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n := l.N - 1;
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while n >= 0 {
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if x > l[n]
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r[n] = x;
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else
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r[n] = l[n];
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n -= 1;
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}
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return r;
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}
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clamp :: (v: Vec, low: v.T, high: v.T) -> Vec(v.N, v.T) #no_abc {
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r: Vec(v.N, v.T) = ---;
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n := v.N - 1;
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while n >= 0 {
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if v[n] < low
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r[n] = low;
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else if v[n] > high
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r[n] = high;
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else
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r[n] = v[n];
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n -= 1;
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}
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return r;
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}
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dot :: (a: Vec, b: Vec(a.N, a.T)) -> a.T #no_abc {
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sum: a.T;
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n := a.N - 1;
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while n >= 0 {
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sum += a[n]*b[n];
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n -= 1;
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}
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return sum;
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}
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length_squared :: (v: Vec) -> float #no_abc {
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return dot(v, v);
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}
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length :: (v: Vec) -> float #no_abc {
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return math.sqrt(dot(v, v));
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}
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abs :: (v: Vec) -> Vec(v.N, v.T) #no_abc {
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r: Vec(v.N, v.T) = ---;
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n := v.N - 1;
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while n >= 0 {
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if v[n] < 0
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r[n] = -v[n];
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else
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r[n] = v[n];
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n -= 1;
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}
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return r;
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}
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norm :: normalize;
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normalize :: (v: Vec) -> Vec(v.N, v.T) #no_abc {
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return v/length(v);
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}
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lerp :: (a: Vec, b: Vec(a.N, a.T), t: float) -> Vec(a.N, a.T) #no_abc {
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r: Vec(a.N, a.T) = ---;
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n := a.N - 1;
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while n >= 0 {
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r[n] = a[n] + t*(b[n] - a[n]);
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n -= 1;
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}
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return r;
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}
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// Note(Jesse): I don't think this is needed for bigger vectors
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reflect :: (v: Vec3, p: Vec3) -> Vec3 #no_abc {
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projection := p*dot(v, p)/length_squared(p);
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return 2*projection - v;
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}
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reflect :: (v: Vec2, p: Vec2) -> Vec2 #no_abc {
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projection := p*dot(v, p)/length_squared(p);
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return 2*projection - v;
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}
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round :: (v: Vec($N, $T)) -> Vec(N, T) #no_abc
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#modify { return meta.type_is_float(T), "Used non-float vector on round"; } {
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r: Vec(N, T) = ---;
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n := N - 1;
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while n >= 0 {
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if v[n] < 0
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r[n] = (v[n] - 0.5).(int).(float);
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else
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r[n] = (v[n] + 0.5).(int).(float);
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n -= 1;
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}
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return r;
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}
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// Concrete vector types (the usual cases)
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Vec2 :: Vec(2, float);
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Vec3 :: Vec(3, float);
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Vec4 :: Vec(4, float);
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Quat :: Vec4;
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v2f :: (x: $T = 0, y: T = 0) -> Vec2
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#modify { return meta.type_is_float(T), "use v2i for integer arguments"; }
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#expand {
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return .{ x = x, y = y };
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}
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v2i :: (x: $T = 0, y: T = 0) -> Vec(2, T)
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#modify { return meta.type_is_integer(T), "use v2f for float arguments"; }
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#expand {
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return .{ x = x, y = y };
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}
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v3f :: (x: $T = 0, y: T = 0, z: T = 0) -> Vec3
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#modify { return meta.type_is_float(T), "use v3i for integer arguments"; }
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#expand {
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return .{ x = x, y = y, z = z };
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}
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v3i :: (x: $T = 0, y: T = 0, z: T = 0) -> Vec(3, T)
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#modify { return meta.type_is_integer(T), "use v3f for float arguments"; }
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#expand {
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return .{ x = x, y = y, z = z };
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}
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v4f :: (x: $T = 0, y: T = 0, z: T = 0, w: T = 0) -> Vec4
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#modify { return meta.type_is_float(T), "use v4i for integer arguments"; }
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#expand {
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return .{ x = x, y = y, z = z, w = w };
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}
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v4i :: (x: $T = 0, y: T = 0, z: T = 0, w: T = 0) -> Vec(4, T)
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#modify { return meta.type_is_integer(T), "use v4f for float arguments"; }
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#expand {
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return .{ x = x, y = y, z = z, w = w };
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}
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quat :: (x: float = 0, y: float = 0, z: float = 0, w: float = 0) -> Quat #expand {
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return .{ x = x, y = y, z = z, w = w };
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}
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#scope_file;
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meta :: #import "jc/meta";
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math :: #import "Math"; // @future
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