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