231 lines
4.0 KiB
V
231 lines
4.0 KiB
V
/**********************************************************************
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*
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* Simply vector/matrix utility
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*
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* Copyright (c) 2021 Dario Deledda. All rights reserved.
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* Use of this source code is governed by an MIT license
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* that can be found in the LICENSE file.
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*
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* TODO:
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**********************************************************************/
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module m4
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import math
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pub struct Vec4 {
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pub mut:
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e [4]f32
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}
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/*********************************************************************
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*
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* Utility
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*
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*********************************************************************/
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pub fn (x Vec4) str() string {
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return '|${x.e[0]:-6.3},${x.e[1]:-6.3},${x.e[2]:-6.3},${x.e[3]:-6.3}|'
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}
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// create a Vec4 function passing x,y,z as parameteres. w is set to 1
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pub fn vec3(x f32, y f32, z f32) Vec4 {
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return Vec4{
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e: [x, y, z, 1]!
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}
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}
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// Remove all the raw zeros
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[direct_array_access]
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pub fn (a Vec4) clean() Vec4 {
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mut x := Vec4{}
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for c, value in a.e {
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if f32_abs(value) < precision {
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x.e[c] = 0
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} else {
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x.e[c] = value
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}
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}
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return x
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}
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// Set all elements to value
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pub fn (mut x Vec4) copy(value f32) {
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x.e = [value, value, value, value]!
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}
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// Scale the vector using a scalar
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pub fn (x Vec4) mul_scalar(value f32) Vec4 {
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return Vec4{
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e: [x.e[0] * value, x.e[1] * value, x.e[2] * value, x.e[3] * value]!
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}
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}
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// Reciprocal of the vector
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pub fn (x Vec4) inv() Vec4 {
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return Vec4{
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e: [
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if x.e[0] != 0 { 1.0 / x.e[0] } else { f32(0) },
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if x.e[1] != 0 { 1.0 / x.e[1] } else { f32(0) },
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if x.e[2] != 0 { 1.0 / x.e[2] } else { f32(0) },
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if x.e[3] != 0 { 1.0 / x.e[3] } else { f32(0) },
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]!
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}
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}
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// Normalize the vector
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pub fn (x Vec4) normalize() Vec4 {
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m := x.mod()
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if m == 0 {
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return zero_v4()
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}
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return Vec4{
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e: [
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x.e[0] * (1 / m),
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x.e[1] * (1 / m),
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x.e[2] * (1 / m),
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x.e[3] * (1 / m),
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]!
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}
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}
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// Normalize only xyz, w set to 0
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pub fn (x Vec4) normalize3() Vec4 {
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m := x.mod3()
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if m == 0 {
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return zero_v4()
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}
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return Vec4{
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e: [
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x.e[0] * (1 / m),
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x.e[1] * (1 / m),
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x.e[2] * (1 / m),
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0,
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]!
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}
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}
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// Module of the vector xyzw
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pub fn (x Vec4) mod() f32 {
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return f32(math.sqrt(x.e[0] * x.e[0] + x.e[1] * x.e[1] + x.e[2] * x.e[2] + x.e[3] * x.e[3]))
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}
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// Module for 3d vector xyz, w ignored
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pub fn (x Vec4) mod3() f32 {
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return f32(math.sqrt(x.e[0] * x.e[0] + x.e[1] * x.e[1] + x.e[2] * x.e[2]))
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}
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/*********************************************************************
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*
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* Math
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*
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*********************************************************************/
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// Return a zero vector
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pub fn zero_v4() Vec4 {
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return Vec4{
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e: [
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f32(0),
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0,
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0,
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0,
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]!
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}
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}
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// Return all one vector
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pub fn one_v4() Vec4 {
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return Vec4{
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e: [
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f32(1),
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1,
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1,
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1,
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]!
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}
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}
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// Return a blank vector
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pub fn blank_v4() Vec4 {
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return Vec4{
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e: [
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f32(0),
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0,
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0,
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1,
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]!
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}
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}
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// Set all elements to value
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pub fn set_v4(value f32) Vec4 {
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return Vec4{
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e: [
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value,
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value,
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value,
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value,
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]!
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}
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}
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// Sum of all the elements
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pub fn (x Vec4) sum() f32 {
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return x.e[0] + x.e[1] + x.e[2] + x.e[3]
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}
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/*********************************************************************
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*
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* Operators
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*
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*********************************************************************/
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// Addition
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pub fn (a Vec4) + (b Vec4) Vec4 {
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return Vec4{
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e: [
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a.e[0] + b.e[0],
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a.e[1] + b.e[1],
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a.e[2] + b.e[2],
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a.e[3] + b.e[3],
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]!
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}
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}
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// Subtraction
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pub fn (a Vec4) - (b Vec4) Vec4 {
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return Vec4{
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e: [
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a.e[0] - b.e[0],
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a.e[1] - b.e[1],
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a.e[2] - b.e[2],
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a.e[3] - b.e[3],
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]!
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}
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}
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// Dot product
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pub fn (a Vec4) * (b Vec4) f32 {
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return a.e[0] * b.e[0] + a.e[1] * b.e[1] + a.e[2] * b.e[2] + a.e[3] * b.e[3]
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}
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// Cross product
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pub fn (a Vec4) % (b Vec4) Vec4 {
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return Vec4{
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e: [
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(a.e[1] * b.e[2]) - (a.e[2] * b.e[1]),
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(a.e[2] * b.e[0]) - (a.e[0] * b.e[2]),
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(a.e[0] * b.e[1]) - (a.e[1] * b.e[0]),
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0,
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]!
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}
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}
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// Components multiplication
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pub fn (x Vec4) mul_vec4(y Vec4) Vec4 {
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return Vec4{
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e: [
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x.e[0] * y.e[0],
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x.e[1] * y.e[1],
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x.e[2] * y.e[2],
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x.e[3] * y.e[3],
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]!
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}
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}
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