840 lines
24 KiB
Odin
840 lines
24 KiB
Odin
package raylib
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import "core:math"
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import "core:math/linalg"
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EPSILON :: 0.000001
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Utils math
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//----------------------------------------------------------------------------------
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// Clamp float value
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@(require_results)
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Clamp :: proc "c" (value: f32, min, max: f32) -> f32 {
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return clamp(value, min, max)
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}
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// Calculate linear interpolation between two floats
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@(require_results)
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Lerp :: proc "c" (start, end: f32, amount: f32) -> f32 {
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return start*(1-amount) + end*amount
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}
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// Normalize input value within input range
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@(require_results)
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Normalize :: proc "c" (value: f32, start, end: f32) -> f32 {
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return (value - start) / (end - start)
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}
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// Remap input value within input range to output range
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@(require_results)
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Remap :: proc "c" (value: f32, inputStart, inputEnd: f32, outputStart, outputEnd: f32) -> f32 {
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return (value - inputStart)/(inputEnd - inputStart)*(outputEnd - outputStart) + outputStart
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}
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// Wrap input value from min to max
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@(require_results)
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Wrap :: proc "c" (value: f32, min, max: f32) -> f32 {
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return value - (max - min)*math.floor((value - min)/(max - min))
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}
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// Check whether two given floats are almost equal
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@(require_results)
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FloatEquals :: proc "c" (x, y: f32) -> bool {
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return abs(x - y) <= EPSILON*fmaxf(1.0, fmaxf(abs(x), abs(y)))
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vector2 math
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//----------------------------------------------------------------------------------
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// Vector with components value 0.0
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@(require_results, deprecated="Prefer Vector2(0)")
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Vector2Zero :: proc "c" () -> Vector2 {
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return Vector2(0)
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}
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// Vector with components value 1.0
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@(require_results, deprecated="Prefer Vector2(1)")
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Vector2One :: proc "c" () -> Vector2 {
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return Vector2(1)
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}
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// Add two vectors (v1 + v2)
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@(require_results, deprecated="Prefer v1 + v2")
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Vector2Add :: proc "c" (v1, v2: Vector2) -> Vector2 {
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return v1 + v2
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}
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// Add vector and float value
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@(require_results, deprecated="Prefer v + value")
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Vector2AddValue :: proc "c" (v: Vector2, value: f32) -> Vector2 {
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return v + value
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}
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// Subtract two vectors (v1 - v2)
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@(require_results, deprecated="Prefer a - b")
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Vector2Subtract :: proc "c" (a, b: Vector2) -> Vector2 {
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return a - b
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}
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// Subtract vector by float value
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@(require_results, deprecated="Prefer v + value")
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Vector2SubtractValue :: proc "c" (v: Vector2, value: f32) -> Vector2 {
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return v - value
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}
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// Calculate vector length
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@(require_results)
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Vector2Length :: proc "c" (v: Vector2) -> f32 {
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return linalg.length(v)
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}
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// Calculate vector square length
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@(require_results)
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Vector2LengthSqr :: proc "c" (v: Vector2) -> f32 {
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return linalg.length2(v)
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}
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// Calculate two vectors dot product
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@(require_results)
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Vector2DotProduct :: proc "c" (v1, v2: Vector2) -> f32 {
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return linalg.dot(v1, v2)
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}
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// Calculate distance between two vectors
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@(require_results)
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Vector2Distance :: proc "c" (v1, v2: Vector2) -> f32 {
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return linalg.distance(v1, v2)
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}
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// Calculate square distance between two vectors
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@(require_results)
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Vector2DistanceSqrt :: proc "c" (v1, v2: Vector2) -> f32 {
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return linalg.length2(v2-v1)
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}
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// Calculate angle between two vectors
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// NOTE: Angle is calculated from origin point (0, 0)
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@(require_results)
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Vector2Angle :: proc "c" (v1, v2: Vector2) -> f32 {
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return linalg.angle_between(v1, v2)
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}
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// Calculate angle defined by a two vectors line
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// NOTE: Parameters need to be normalized
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// Current implementation should be aligned with glm::angle
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@(require_results)
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Vector2LineAngle :: proc "c" (start, end: Vector2) -> f32 {
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// TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
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return -math.atan2(end.y - start.y, end.x - start.x)
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}
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// Scale vector (multiply by value)
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@(require_results, deprecated="Prefer v * scale")
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Vector2Scale :: proc "c" (v: Vector2, scale: f32) -> Vector2 {
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return v * scale
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}
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// Multiply vector by vector
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@(require_results, deprecated="Prefer v1 * v2")
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Vector2Multiply :: proc "c" (v1, v2: Vector2) -> Vector2 {
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return v1 * v2
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}
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// Negate vector
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@(require_results, deprecated="Prefer -v")
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Vector2Negate :: proc "c" (v: Vector2) -> Vector2 {
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return -v
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}
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// Divide vector by vector
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@(require_results, deprecated="Prefer v1 / v2")
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Vector2Divide :: proc "c" (v1, v2: Vector2) -> Vector2 {
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return v1 / v2
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}
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// Normalize provided vector
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@(require_results)
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Vector2Normalize :: proc "c" (v: Vector2) -> Vector2 {
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return linalg.normalize0(v)
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}
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// Transforms a Vector2 by a given Matrix
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@(require_results)
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Vector2Transform :: proc "c" (v: Vector2, m: Matrix) -> Vector2 {
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v4 := Vector4{v.x, v.y, 0, 1}
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return (m * v4).xy
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}
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// Calculate linear interpolation between two vectors
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@(require_results, deprecated="Prefer = linalg.lerp(v1, v2, amount)")
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Vector2Lerp :: proc "c" (v1, v2: Vector2, amount: f32) -> Vector2 {
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return linalg.lerp(v1, v2, Vector2(amount))
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}
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// Calculate reflected vector to normal
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@(require_results, deprecated="Prefer = linalg.reflect(v, normal)")
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Vector2Reflect :: proc "c" (v, normal: Vector2) -> Vector2 {
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return linalg.reflect(v, normal)
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}
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// Rotate vector by angle
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@(require_results)
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Vector2Rotate :: proc "c" (v: Vector2, angle: f32) -> Vector2 {
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c, s := math.cos(angle), math.sin(angle)
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return Vector2{
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v.x*c - v.y*s,
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v.x*s + v.y*c,
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}
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}
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// Move Vector towards target
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@(require_results)
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Vector2MoveTowards :: proc "c" (v, target: Vector2, maxDistance: f32) -> Vector2 {
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dv := target - v
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value := linalg.dot(dv, dv)
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if value == 0 || (maxDistance >= 0 && value <= maxDistance*maxDistance) {
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return target
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}
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dist := math.sqrt(value)
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return v + dv/dist*maxDistance
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}
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// Invert the given vector
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@(require_results, deprecated="Prefer 1.0/v")
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Vector2Invert :: proc "c" (v: Vector2) -> Vector2 {
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return 1.0/v
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}
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// Clamp the components of the vector between
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// min and max values specified by the given vectors
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@(require_results)
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Vector2Clamp :: proc "c" (v: Vector2, min, max: Vector2) -> Vector2 {
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return Vector2{
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clamp(v.x, min.x, max.x),
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clamp(v.y, min.y, max.y),
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}
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}
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// Clamp the magnitude of the vector between two min and max values
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@(require_results)
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Vector2ClampValue :: proc "c" (v: Vector2, min, max: f32) -> Vector2 {
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result := v
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length := linalg.dot(v, v)
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if length > 0 {
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length = math.sqrt(length)
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scale := f32(1)
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if length < min {
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scale = min/length
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} else if length > max {
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scale = max/length
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}
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result = v*scale
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}
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return result
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}
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@(require_results)
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Vector2Equals :: proc "c" (p, q: Vector2) -> bool {
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return FloatEquals(p.x, q.x) &&
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FloatEquals(p.y, q.y)
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Vector3 math
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//----------------------------------------------------------------------------------
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// Vector with components value 0.0
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@(require_results, deprecated="Prefer Vector3(0)")
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Vector3Zero :: proc "c" () -> Vector3 {
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return Vector3(0)
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}
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// Vector with components value 1.0
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@(require_results, deprecated="Prefer Vector3(1)")
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Vector3One :: proc "c" () -> Vector3 {
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return Vector3(1)
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}
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// Add two vectors (v1 + v2)
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@(require_results, deprecated="Prefer v1 + v2")
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Vector3Add :: proc "c" (v1, v2: Vector3) -> Vector3 {
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return v1 + v2
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}
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// Add vector and float value
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@(require_results, deprecated="Prefer v + value")
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Vector3AddValue :: proc "c" (v: Vector3, value: f32) -> Vector3 {
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return v + value
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}
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// Subtract two vectors (v1 - v2)
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@(require_results, deprecated="Prefer a - b")
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Vector3Subtract :: proc "c" (a, b: Vector3) -> Vector3 {
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return a - b
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}
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// Subtract vector by float value
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@(require_results, deprecated="Prefer v + value")
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Vector3SubtractValue :: proc "c" (v: Vector3, value: f32) -> Vector3 {
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return v - value
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}
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// Calculate vector length
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@(require_results)
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Vector3Length :: proc "c" (v: Vector3) -> f32 {
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return linalg.length(v)
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}
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// Calculate vector square length
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@(require_results)
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Vector3LengthSqr :: proc "c" (v: Vector3) -> f32 {
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return linalg.length2(v)
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}
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// Calculate two vectors dot product
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@(require_results)
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Vector3DotProduct :: proc "c" (v1, v2: Vector3) -> f32 {
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return linalg.dot(v1, v2)
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}
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// Calculate two vectors dot product
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@(require_results)
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Vector3CrossProduct :: proc "c" (v1, v2: Vector3) -> Vector3 {
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return linalg.cross(v1, v2)
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}
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// Calculate distance between two vectors
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@(require_results)
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Vector3Distance :: proc "c" (v1, v2: Vector3) -> f32 {
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return linalg.distance(v1, v2)
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}
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// Calculate square distance between two vectors
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@(require_results)
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Vector3DistanceSqrt :: proc "c" (v1, v2: Vector3) -> f32 {
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return linalg.length2(v2-v1)
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}
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// Calculate angle between two vectors
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// NOTE: Angle is calculated from origin point (0, 0)
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@(require_results)
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Vector3Angle :: proc "c" (v1, v2: Vector3) -> f32 {
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return linalg.angle_between(v1, v2)
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}
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// Calculate angle defined by a two vectors line
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// NOTE: Parameters need to be normalized
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// Current implementation should be aligned with glm::angle
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@(require_results)
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Vector3LineAngle :: proc "c" (start, end: Vector3) -> f32 {
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// TODO(10/9/2023): Currently angles move clockwise, determine if this is wanted behavior
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return -math.atan2(end.y - start.y, end.x - start.x)
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}
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// Scale vector (multiply by value)
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@(require_results, deprecated="Prefer v * scale")
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Vector3Scale :: proc "c" (v: Vector3, scale: f32) -> Vector3 {
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return v * scale
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}
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// Multiply vector by vector
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@(require_results, deprecated="Prefer v1 * v2")
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Vector3Multiply :: proc "c" (v1, v2: Vector3) -> Vector3 {
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return v1 * v2
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}
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// Negate vector
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@(require_results, deprecated="Prefer -v")
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Vector3Negate :: proc "c" (v: Vector3) -> Vector3 {
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return -v
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}
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// Divide vector by vector
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@(require_results, deprecated="Prefer v1 / v2")
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Vector3Divide :: proc "c" (v1, v2: Vector3) -> Vector3 {
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return v1 / v2
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}
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// Normalize provided vector
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@(require_results)
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Vector3Normalize :: proc "c" (v: Vector3) -> Vector3 {
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return linalg.normalize0(v)
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}
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// Calculate the projection of the vector v1 on to v2
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@(require_results)
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Vector3Project :: proc "c" (v1, v2: Vector3) -> Vector3 {
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return linalg.projection(v1, v2)
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}
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// Calculate the rejection of the vector v1 on to v2
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@(require_results)
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Vector3Reject :: proc "c" (v1, v2: Vector3) -> Vector3 {
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mag := linalg.dot(v1, v2)/linalg.dot(v2, v2)
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return v1 - v2*mag
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}
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// Orthonormalize provided vectors
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// Makes vectors normalized and orthogonal to each other
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// Gram-Schmidt function implementation
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Vector3OrthoNormalize :: proc "c" (v1, v2: ^Vector3) {
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v1^ = linalg.normalize0(v1^)
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v3 := linalg.normalize0(linalg.cross(v1^, v2^))
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v2^ = linalg.cross(v3, v1^)
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}
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// Transform a vector by quaternion rotation
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@(require_results)
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Vector3RotateByQuaternion :: proc "c" (v: Vector3, q: Quaternion) -> Vector3 {
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return linalg.mul(q, v)
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}
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// Rotates a vector around an axis
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@(require_results)
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Vector3RotateByAxisAngle :: proc "c" (v: Vector3, axis: Vector3, angle: f32) -> Vector3 {
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axis, angle := axis, angle
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axis = linalg.normalize0(axis)
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angle *= 0.5
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a := math.sin(angle)
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b := axis.x*a
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c := axis.y*a
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d := axis.z*a
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a = math.cos(angle)
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w := Vector3{b, c, d}
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wv := linalg.cross(w, v)
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wwv := linalg.cross(w, wv)
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a *= 2
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wv *= a
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wwv *= 2
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return v + wv + wwv
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}
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// Transforms a Vector3 by a given Matrix
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@(require_results)
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Vector3Transform :: proc "c" (v: Vector3, m: Matrix) -> Vector3 {
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v4 := Vector4{v.x, v.y, v.z, 1}
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return (m * v4).xyz
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}
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// Calculate linear interpolation between two vectors
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@(require_results, deprecated="Prefer = linalg.lerp(v1, v2, amount)")
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Vector3Lerp :: proc "c" (v1, v2: Vector3, amount: f32) -> Vector3 {
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return linalg.lerp(v1, v2, Vector3(amount))
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}
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// Calculate reflected vector to normal
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@(require_results, deprecated="Prefer = linalg.reflect(v, normal)")
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Vector3Reflect :: proc "c" (v, normal: Vector3) -> Vector3 {
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return linalg.reflect(v, normal)
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}
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// Compute the direction of a refracted ray
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// v: normalized direction of the incoming ray
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// n: normalized normal vector of the interface of two optical media
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// r: ratio of the refractive index of the medium from where the ray comes
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// to the refractive index of the medium on the other side of the surface
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@(require_results, deprecated="Prefer = linalg.refract(v, n, r)")
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Vector3Refract :: proc "c" (v, n: Vector3, r: f32) -> Vector3 {
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return linalg.refract(v, n, r)
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}
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// Move Vector towards target
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@(require_results)
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Vector3MoveTowards :: proc "c" (v, target: Vector3, maxDistance: f32) -> Vector3 {
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dv := target - v
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value := linalg.dot(dv, dv)
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if value == 0 || (maxDistance >= 0 && value <= maxDistance*maxDistance) {
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return target
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}
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dist := math.sqrt(value)
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return v + dv/dist*maxDistance
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}
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// Invert the given vector
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@(require_results, deprecated="Prefer 1.0/v")
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Vector3Invert :: proc "c" (v: Vector3) -> Vector3 {
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return 1.0/v
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}
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// Clamp the components of the vector between
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// min and max values specified by the given vectors
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@(require_results)
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Vector3Clamp :: proc "c" (v: Vector3, min, max: Vector3) -> Vector3 {
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return Vector3{
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clamp(v.x, min.x, max.x),
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clamp(v.y, min.y, max.y),
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clamp(v.z, min.z, max.z),
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}
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}
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// Clamp the magnitude of the vector between two min and max values
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@(require_results)
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Vector3ClampValue :: proc "c" (v: Vector3, min, max: f32) -> Vector3 {
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result := v
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length := linalg.dot(v, v)
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if length > 0 {
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length = math.sqrt(length)
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scale := f32(1)
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if length < min {
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scale = min/length
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} else if length > max {
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scale = max/length
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}
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result = v*scale
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}
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return result
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}
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@(require_results)
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Vector3Equals :: proc "c" (p, q: Vector3) -> bool {
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return FloatEquals(p.x, q.x) &&
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FloatEquals(p.y, q.y) &&
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FloatEquals(p.z, q.z)
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}
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@(require_results)
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Vector3Min :: proc "c" (v1, v2: Vector3) -> Vector3 {
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return linalg.min(v1, v2)
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}
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@(require_results)
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Vector3Max :: proc "c" (v1, v2: Vector3) -> Vector3 {
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return linalg.max(v1, v2)
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}
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// Compute barycenter coordinates (u, v, w) for point p with respect to triangle (a, b, c)
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// NOTE: Assumes P is on the plane of the triangle
|
|
@(require_results)
|
|
Vector3Barycenter :: proc "c" (p: Vector3, a, b, c: Vector3) -> (result: Vector3) {
|
|
v0 := b - a
|
|
v1 := c - a
|
|
v2 := p - a
|
|
d00 := linalg.dot(v0, v0)
|
|
d01 := linalg.dot(v0, v1)
|
|
d11 := linalg.dot(v1, v1)
|
|
d20 := linalg.dot(v2, v0)
|
|
d21 := linalg.dot(v2, v1)
|
|
|
|
denom := d00*d11 - d01*d01
|
|
|
|
result.y = (d11*d20 - d01*d21)/denom
|
|
result.z = (d00*d21 - d01*d20)/denom
|
|
result.x = 1 - (result.z + result.y)
|
|
|
|
return result
|
|
}
|
|
|
|
|
|
// Projects a Vector3 from screen space into object space
|
|
@(require_results)
|
|
Vector3Unproject :: proc "c" (source: Vector3, projection: Matrix, view: Matrix) -> Vector3 {
|
|
matViewProj := view * projection
|
|
|
|
matViewProjInv := linalg.inverse(matViewProj)
|
|
|
|
quat: Quaternion
|
|
quat.x = source.x
|
|
quat.y = source.z
|
|
quat.z = source.z
|
|
quat.w = 1
|
|
|
|
qtransformed := QuaternionTransform(quat, matViewProjInv)
|
|
|
|
return Vector3{qtransformed.x/qtransformed.w, qtransformed.y/qtransformed.w, qtransformed.z/qtransformed.w}
|
|
}
|
|
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Matrix math
|
|
//----------------------------------------------------------------------------------
|
|
|
|
// Compute matrix determinant
|
|
@(require_results)
|
|
MatrixDeterminant :: proc "c" (mat: Matrix) -> f32 {
|
|
return linalg.determinant(mat)
|
|
}
|
|
|
|
// Get the trace of the matrix (sum of the values along the diagonal)
|
|
@(require_results)
|
|
MatrixTrace :: proc "c" (mat: Matrix) -> f32 {
|
|
return linalg.trace(mat)
|
|
}
|
|
|
|
// Transposes provided matrix
|
|
@(require_results)
|
|
MatrixTranspose :: proc "c" (mat: Matrix) -> Matrix {
|
|
return linalg.transpose(mat)
|
|
}
|
|
|
|
// Invert provided matrix
|
|
@(require_results)
|
|
MatrixInvert :: proc "c" (mat: Matrix) -> Matrix {
|
|
return linalg.inverse(mat)
|
|
}
|
|
|
|
// Get identity matrix
|
|
@(require_results, deprecated="Prefer Matrix(1)")
|
|
MatrixIdentity :: proc "c" () -> Matrix {
|
|
return Matrix(1)
|
|
}
|
|
|
|
// Add two matrices
|
|
@(require_results, deprecated="Prefer left + right")
|
|
MatrixAdd :: proc "c" (left, right: Matrix) -> Matrix {
|
|
return left + right
|
|
}
|
|
|
|
// Subtract two matrices (left - right)
|
|
@(require_results, deprecated="Prefer left - right")
|
|
MatrixSubtract :: proc "c" (left, right: Matrix) -> Matrix {
|
|
return left - right
|
|
}
|
|
|
|
// Get two matrix multiplication
|
|
// NOTE: When multiplying matrices... the order matters!
|
|
@(require_results, deprecated="Prefer left * right")
|
|
MatrixMultiply :: proc "c" (left, right: Matrix) -> Matrix {
|
|
return left * right
|
|
}
|
|
|
|
// Get translation matrix
|
|
@(require_results)
|
|
MatrixTranslate :: proc "c" (x, y, z: f32) -> Matrix {
|
|
return {
|
|
1, 0, 0, x,
|
|
0, 1, 0, y,
|
|
0, 0, 1, z,
|
|
0, 0, 0, 1,
|
|
}
|
|
}
|
|
|
|
// Create rotation matrix from axis and angle
|
|
// NOTE: Angle should be provided in radians
|
|
@(require_results)
|
|
MatrixRotate :: proc "c" (axis: Vector3, angle: f32) -> Matrix {
|
|
return auto_cast linalg.matrix4_rotate(angle, axis)
|
|
}
|
|
|
|
// Get x-rotation matrix
|
|
// NOTE: Angle must be provided in radians
|
|
@(require_results)
|
|
MatrixRotateX :: proc "c" (angle: f32) -> Matrix {
|
|
return auto_cast linalg.matrix4_rotate(angle, Vector3{1, 0, 0})
|
|
}
|
|
|
|
// Get y-rotation matrix
|
|
// NOTE: Angle must be provided in radians
|
|
@(require_results)
|
|
MatrixRotateY :: proc "c" (angle: f32) -> Matrix {
|
|
return auto_cast linalg.matrix4_rotate(angle, Vector3{0, 1, 0})
|
|
}
|
|
|
|
// Get z-rotation matrix
|
|
// NOTE: Angle must be provided in radians
|
|
@(require_results)
|
|
MatrixRotateZ :: proc "c" (angle: f32) -> Matrix {
|
|
return auto_cast linalg.matrix4_rotate(angle, Vector3{0, 0, 1})
|
|
}
|
|
|
|
// Get xyz-rotation matrix
|
|
// NOTE: Angle must be provided in radians
|
|
@(require_results)
|
|
MatrixRotateXYZ :: proc "c" (angle: Vector3) -> Matrix {
|
|
return auto_cast linalg.matrix4_from_euler_angles_xyz(angle.x, angle.y, angle.z)
|
|
}
|
|
|
|
// Get zyx-rotation matrix
|
|
// NOTE: Angle must be provided in radians
|
|
@(require_results)
|
|
MatrixRotateZYX :: proc "c" (angle: Vector3) -> Matrix {
|
|
return auto_cast linalg.matrix4_from_euler_angles_zyx(angle.x, angle.y, angle.z)
|
|
}
|
|
|
|
|
|
// Get scaling matrix
|
|
@(require_results)
|
|
MatrixScale :: proc "c" (x, y, z: f32) -> Matrix {
|
|
return auto_cast linalg.matrix4_scale(Vector3{x, y, z})
|
|
}
|
|
|
|
// Get orthographic projection matrix
|
|
@(require_results)
|
|
MatrixOrtho :: proc "c" (left, right, bottom, top, near, far: f32) -> Matrix {
|
|
return auto_cast linalg.matrix_ortho3d(left, right, bottom, top, near, far)
|
|
}
|
|
|
|
// Get perspective projection matrix
|
|
// NOTE: Fovy angle must be provided in radians
|
|
@(require_results)
|
|
MatrixPerspective :: proc "c" (fovY, aspect, nearPlane, farPlane: f32) -> Matrix {
|
|
return auto_cast linalg.matrix4_perspective(fovY, aspect, nearPlane, farPlane)
|
|
}
|
|
// Get camera look-at matrix (view matrix)
|
|
@(require_results)
|
|
MatrixLookAt :: proc "c" (eye, target, up: Vector3) -> Matrix {
|
|
return auto_cast linalg.matrix4_look_at(eye, target, up)
|
|
}
|
|
|
|
// Get float array of matrix data
|
|
@(require_results)
|
|
MatrixToFloatV :: proc "c" (mat: Matrix) -> [16]f32 {
|
|
return transmute([16]f32)linalg.transpose(mat)
|
|
}
|
|
|
|
|
|
//----------------------------------------------------------------------------------
|
|
// Module Functions Definition - Quaternion math
|
|
//----------------------------------------------------------------------------------
|
|
|
|
|
|
|
|
// Add two quaternions
|
|
@(require_results, deprecated="Prefer q1 + q2")
|
|
QuaternionAdd :: proc "c" (q1, q2: Quaternion) -> Quaternion {
|
|
return q1 + q2
|
|
}
|
|
// Add quaternion and float value
|
|
@(require_results)
|
|
QuaternionAddValue :: proc "c" (q: Quaternion, add: f32) -> Quaternion {
|
|
return q + Quaternion(add)
|
|
}
|
|
// Subtract two quaternions
|
|
@(require_results, deprecated="Prefer q1 - q2")
|
|
QuaternionSubtract :: proc "c" (q1, q2: Quaternion) -> Quaternion {
|
|
return q1 - q2
|
|
}
|
|
// Subtract quaternion and float value
|
|
@(require_results)
|
|
QuaternionSubtractValue :: proc "c" (q: Quaternion, sub: f32) -> Quaternion {
|
|
return q - Quaternion(sub)
|
|
}
|
|
// Get identity quaternion
|
|
@(require_results, deprecated="Prefer Quaternion(1)")
|
|
QuaternionIdentity :: proc "c" () -> Quaternion {
|
|
return 1
|
|
}
|
|
// Computes the length of a quaternion
|
|
@(require_results, deprecated="Prefer abs(q)")
|
|
QuaternionLength :: proc "c" (q: Quaternion) -> f32 {
|
|
return abs(q)
|
|
}
|
|
// Normalize provided quaternion
|
|
@(require_results)
|
|
QuaternionNormalize :: proc "c" (q: Quaternion) -> Quaternion {
|
|
return linalg.normalize0(q)
|
|
}
|
|
// Invert provided quaternion
|
|
@(require_results, deprecated="Prefer 1/q")
|
|
QuaternionInvert :: proc "c" (q: Quaternion) -> Quaternion {
|
|
return 1/q
|
|
}
|
|
// Calculate two quaternion multiplication
|
|
@(require_results, deprecated="Prefer q1 * q2")
|
|
QuaternionMultiply :: proc "c" (q1, q2: Quaternion) -> Quaternion {
|
|
return q1 * q2
|
|
}
|
|
// Scale quaternion by float value
|
|
@(require_results)
|
|
QuaternionScale :: proc "c" (q: Quaternion, mul: f32) -> Quaternion {
|
|
return q * Quaternion(mul)
|
|
}
|
|
// Divide two quaternions
|
|
@(require_results, deprecated="Prefer q1 / q2")
|
|
QuaternionDivide :: proc "c" (q1, q2: Quaternion) -> Quaternion {
|
|
return q1 / q2
|
|
}
|
|
// Calculate linear interpolation between two quaternions
|
|
@(require_results)
|
|
QuaternionLerp :: proc "c" (q1, q2: Quaternion, amount: f32) -> (q3: Quaternion) {
|
|
q3.x = q1.x + (q2.x-q1.x)*amount
|
|
q3.y = q1.y + (q2.y-q1.y)*amount
|
|
q3.z = q1.z + (q2.z-q1.z)*amount
|
|
q3.w = q1.w + (q2.w-q1.w)*amount
|
|
return
|
|
}
|
|
// Calculate slerp-optimized interpolation between two quaternions
|
|
@(require_results)
|
|
QuaternionNlerp :: proc "c" (q1, q2: Quaternion, amount: f32) -> Quaternion {
|
|
return linalg.quaternion_nlerp(q1, q2, amount)
|
|
}
|
|
// Calculates spherical linear interpolation between two quaternions
|
|
@(require_results)
|
|
QuaternionSlerp :: proc "c" (q1, q2: Quaternion, amount: f32) -> Quaternion {
|
|
return linalg.quaternion_slerp(q1, q2, amount)
|
|
}
|
|
// Calculate quaternion based on the rotation from one vector to another
|
|
@(require_results)
|
|
QuaternionFromVector3ToVector3 :: proc "c" (from, to: Vector3) -> Quaternion {
|
|
return linalg.quaternion_between_two_vector3(from, to)
|
|
}
|
|
// Get a quaternion for a given rotation matrix
|
|
@(require_results)
|
|
QuaternionFromMatrix :: proc "c" (mat: Matrix) -> Quaternion {
|
|
return linalg.quaternion_from_matrix4(linalg.Matrix4f32(mat))
|
|
}
|
|
// Get a matrix for a given quaternion
|
|
@(require_results)
|
|
QuaternionToMatrix :: proc "c" (q: Quaternion) -> Matrix {
|
|
return auto_cast linalg.matrix4_from_quaternion(q)
|
|
}
|
|
// Get rotation quaternion for an angle and axis NOTE: Angle must be provided in radians
|
|
@(require_results)
|
|
QuaternionFromAxisAngle :: proc "c" (axis: Vector3, angle: f32) -> Quaternion {
|
|
return linalg.quaternion_angle_axis(angle, axis)
|
|
}
|
|
// Get the rotation angle and axis for a given quaternion
|
|
@(require_results)
|
|
QuaternionToAxisAngle :: proc "c" (q: Quaternion) -> (outAxis: Vector3, outAngle: f32) {
|
|
outAngle, outAxis = linalg.angle_axis_from_quaternion(q)
|
|
return
|
|
}
|
|
// Get the quaternion equivalent to Euler angles NOTE: Rotation order is ZYX
|
|
@(require_results)
|
|
QuaternionFromEuler :: proc "c" (pitch, yaw, roll: f32) -> Quaternion {
|
|
return linalg.quaternion_from_pitch_yaw_roll(pitch, yaw, roll)
|
|
}
|
|
// Get the Euler angles equivalent to quaternion (roll, pitch, yaw) NOTE: Angles are returned in a Vector3 struct in radians
|
|
@(require_results)
|
|
QuaternionToEuler :: proc "c" (q: Quaternion) -> Vector3 {
|
|
result: Vector3
|
|
|
|
// Roll (x-axis rotation)
|
|
x0 := 2.0*(q.w*q.x + q.y*q.z)
|
|
x1 := 1.0 - 2.0*(q.x*q.x + q.y*q.y)
|
|
result.x = math.atan2(x0, x1)
|
|
|
|
// Pitch (y-axis rotation)
|
|
y0 := 2.0*(q.w*q.y - q.z*q.x)
|
|
y0 = 1.0 if y0 > 1.0 else y0
|
|
y0 = -1.0 if y0 < -1.0 else y0
|
|
result.y = math.asin(y0)
|
|
|
|
// Yaw (z-axis rotation)
|
|
z0 := 2.0*(q.w*q.z + q.x*q.y)
|
|
z1 := 1.0 - 2.0*(q.y*q.y + q.z*q.z)
|
|
result.z = math.atan2(z0, z1)
|
|
|
|
return result
|
|
}
|
|
// Transform a quaternion given a transformation matrix
|
|
@(require_results)
|
|
QuaternionTransform :: proc "c" (q: Quaternion, mat: Matrix) -> Quaternion {
|
|
v := mat * transmute(Vector4)q
|
|
return transmute(Quaternion)v
|
|
}
|
|
// Check whether two given quaternions are almost equal
|
|
@(require_results)
|
|
QuaternionEquals :: proc "c" (p, q: Quaternion) -> bool {
|
|
return FloatEquals(p.x, q.x) &&
|
|
FloatEquals(p.y, q.y) &&
|
|
FloatEquals(p.z, q.z) &&
|
|
FloatEquals(p.w, q.w)
|
|
}
|
|
|
|
@(private, require_results)
|
|
fmaxf :: proc "contextless" (x, y: f32) -> f32 {
|
|
if math.is_nan(x) {
|
|
return y
|
|
}
|
|
|
|
if math.is_nan(y) {
|
|
return x
|
|
}
|
|
|
|
if math.signbit(x) != math.signbit(y) {
|
|
return y if math.signbit(x) else x
|
|
}
|
|
|
|
return y if x < y else x
|
|
}
|