Add math
This commit is contained in:
29
src/game.zig
29
src/game.zig
@@ -10,8 +10,12 @@ const sglue = sokol.glue;
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const ap = @import("asset_pipeline.zig");
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const ap = @import("asset_pipeline.zig");
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const main = @import("main.zig");
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const main = @import("main.zig");
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const math = @import("math.zig");
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const Samplers = @import("Samplers.zig");
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const Samplers = @import("Samplers.zig");
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const Matrix4x4 = math.Matrix4x4;
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const Vector3 = math.Vector3;
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var show_console: bool = false;
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var show_console: bool = false;
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var show_demo_window: bool = false;
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var show_demo_window: bool = false;
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@@ -204,19 +208,18 @@ pub fn update(dt: f64) void {
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sg.applyPipeline(pipeline);
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sg.applyPipeline(pipeline);
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sg.applyBindings(bindings);
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sg.applyBindings(bindings);
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sg.applyUniforms(shaders.UB_Global_Uniforms_Vertex, sg.asRange(&shaders.GlobalUniformsVertex{
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const matrix_ws_to_vs = Matrix4x4.identity;
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._MatrixVStoCS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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const matrix_vs_to_cs = Matrix4x4.identity;
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._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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const ambient_light = Vector3.init(0.01, 0.01, 0.01);
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}));
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sg.applyUniforms(shaders.UB_Object_Uniforms, sg.asRange(&shaders.ObjectUniforms{
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sg.applyUniforms(shaders.UB_Global_Uniforms_Vertex, sg.asRange(&shaders.GlobalUniformsVertex{
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._MatrixOStoWS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._MatrixWStoVS = matrix_ws_to_vs.asArray(),
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._MatrixOStoWSNormal = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._MatrixVStoCS = matrix_vs_to_cs.asArray(),
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}));
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}));
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sg.applyUniforms(shaders.UB_Global_Uniforms_Fragment, sg.asRange(&shaders.GlobalUniformsFragment{
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sg.applyUniforms(shaders.UB_Global_Uniforms_Fragment, sg.asRange(&shaders.GlobalUniformsFragment{
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._MatrixWStoVS = .{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 },
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._MatrixWStoVS = matrix_ws_to_vs.asArray(),
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._AmbientLight = .{ 0.1, 0.1, 0.1 },
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._AmbientLight = ambient_light.asArray(),
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._PointLightCount = 0,
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._PointLightCount = 0,
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._DirectionalLightCount = 0,
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._DirectionalLightCount = 0,
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}));
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}));
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@@ -225,6 +228,14 @@ pub fn update(dt: f64) void {
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._TextureIndex = 0,
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._TextureIndex = 0,
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}));
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}));
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const matrix_os_to_ws = Matrix4x4.identity;
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const matrix_os_to_ws_normal = Matrix4x4.identity;
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sg.applyUniforms(shaders.UB_Object_Uniforms, sg.asRange(&shaders.ObjectUniforms{
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._MatrixOStoWS = matrix_os_to_ws.asArray(),
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._MatrixOStoWSNormal = matrix_os_to_ws_normal.asArray(),
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}));
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sg.draw(0, 6, 1);
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sg.draw(0, 6, 1);
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sg.endPass();
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sg.endPass();
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}
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}
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4
src/math.zig
Normal file
4
src/math.zig
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@@ -0,0 +1,4 @@
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pub const Matrix4x4 = @import("math/Matrix4x4.zig").Matrix4x4;
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pub const Quaternion = @import("math/Quaternion.zig").Quaternion;
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pub const Vector3 = @import("math/Vector3.zig").Vector3;
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pub const Vector4 = @import("math/Vector4.zig").Vector4;
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259
src/math/Matrix4x4.zig
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259
src/math/Matrix4x4.zig
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@@ -0,0 +1,259 @@
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const Vector3 = @import("Vector3.zig").Vector3;
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const Vector4 = @import("Vector4.zig").Vector4;
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const Quaternion = @import("Quaternion.zig").Quaternion;
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pub const Matrix4x4 = extern struct {
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i: Vector4,
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j: Vector4,
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k: Vector4,
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t: Vector4,
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pub const identity = Matrix4x4.init(
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// zig fmt: off
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1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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// zig fmt: on
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);
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pub inline fn init(
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// zig fmt: off
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ix: f32, iy: f32, iz: f32, iw: f32,
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jx: f32, jy: f32, jz: f32, jw: f32,
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kx: f32, ky: f32, kz: f32, kw: f32,
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tx: f32, ty: f32, tz: f32, tw: f32,
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// zig fmt: on
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) Matrix4x4 {
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return .{
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.i = .{ .vector = .{ ix, iy, iz, iw } },
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.j = .{ .vector = .{ jx, jy, jz, jw } },
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.k = .{ .vector = .{ kx, ky, kz, kw } },
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.t = .{ .vector = .{ tx, ty, tz, tw } },
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};
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}
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pub inline fn initVector(i: Vector4, j: Vector4, k: Vector4, t: Vector4) Matrix4x4 {
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return .{ .i = i, .j = j, .k = k, .t = t };
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}
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pub inline fn initTranslation(translation: Vector3) Matrix4x4 {
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return .{
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.i = .{ .vector = .{ 1, 0, 0, 0 } },
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.j = .{ .vector = .{ 0, 1, 0, 0 } },
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.k = .{ .vector = .{ 0, 0, 1, 0 } },
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.t = .{ .vector = translation.vector ++ .{1} },
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};
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}
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pub inline fn initRotation(rotation: Quaternion) Matrix4x4 {
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const xx = rotation.getX() * rotation.getX();
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const xy = rotation.getX() * rotation.getY();
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const xz = rotation.getX() * rotation.getZ();
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const xw = rotation.getX() * rotation.getW();
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const yy = rotation.getY() * rotation.getY();
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const yz = rotation.getY() * rotation.getZ();
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const yw = rotation.getY() * rotation.getW();
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const zz = rotation.getZ() * rotation.getZ();
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const zw = rotation.getZ() * rotation.getW();
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return .{
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.i = .{ .vector = .{ 1 - 2 * (yy + zz), 2 * (xy + zw), 2 * (xz - yw), 0 } },
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.j = .{ .vector = .{ 2 * (xy - zw), 1 - 2 * (xx + zz), 2 * (yz + xw), 0 } },
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.k = .{ .vector = .{ 2 * (xz + yw), 2 * (yz - xw), 1 - 2 * (xx + yy), 0 } },
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.t = .{ .vector = .{ 0, 0, 0, 1 } },
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};
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}
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pub inline fn initScale(scale: Vector3) Matrix4x4 {
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return .{
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.i = .{ .vector = .{ scale.getX(), 0, 0, 0 } },
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.j = .{ .vector = .{ 0, scale.getY(), 0, 0 } },
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.k = .{ .vector = .{ 0, 0, scale.getZ(), 0 } },
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.t = .{ .vector = .{ 0, 0, 0, 1 } },
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};
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}
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pub inline fn initTranslationRotationScale(translation: Vector3, rotation: Quaternion, scale: Vector3) Matrix4x4 {
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const xx = rotation.getX() * rotation.getX();
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const xy = rotation.getX() * rotation.getY();
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const xz = rotation.getX() * rotation.getZ();
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const xw = rotation.getX() * rotation.getW();
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const yy = rotation.getY() * rotation.getY();
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const yz = rotation.getY() * rotation.getZ();
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const yw = rotation.getY() * rotation.getW();
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const zz = rotation.getZ() * rotation.getZ();
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const zw = rotation.getZ() * rotation.getW();
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const scale_x: Vector4.Vector = @splat(scale.getX());
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const scale_y: Vector4.Vector = @splat(scale.getY());
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const scale_z: Vector4.Vector = @splat(scale.getZ());
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const rotation_i: Vector4.Vector = .{ (1 - 2 * (yy + zz)), 2 * (xy + zw), 2 * (xz - yw), 0 };
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const rotation_j: Vector4.Vector = .{ 2 * (xy - zw), (1 - 2 * (xx + zz)), 2 * (yz + xw), 0 };
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const rotation_k: Vector4.Vector = .{ 2 * (xz + yw), 2 * (yz - xw), (1 - 2 * (xx + yy)), 0 };
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return .{
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.i = .{ .vector = scale_x * rotation_i },
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.j = .{ .vector = scale_y * rotation_j },
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.k = .{ .vector = scale_z * rotation_k },
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.t = .{ .vector = translation.vector ++ .{1} },
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};
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}
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pub inline fn add(self: Matrix4x4, other: Matrix4x4) Matrix4x4 {
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return .{
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.i = .{ .vector = self.i.vector + other.i.vector },
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.j = .{ .vector = self.j.vector + other.j.vector },
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.k = .{ .vector = self.k.vector + other.k.vector },
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.t = .{ .vector = self.t.vector + other.t.vector },
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};
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}
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pub inline fn sub(self: Matrix4x4, other: Matrix4x4) Matrix4x4 {
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return .{
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.i = .{ .vector = self.i.vector - other.i.vector },
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.j = .{ .vector = self.j.vector - other.j.vector },
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.k = .{ .vector = self.k.vector - other.k.vector },
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.t = .{ .vector = self.t.vector - other.t.vector },
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};
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}
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pub inline fn mulScalar(self: Matrix4x4, scalar: f32) Matrix4x4 {
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const scalar_vector: Vector4.Vector = @splat(scalar);
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return .{
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.i = .{ .vector = self.i.vector * scalar_vector },
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.j = .{ .vector = self.j.vector * scalar_vector },
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.k = .{ .vector = self.k.vector * scalar_vector },
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.t = .{ .vector = self.t.vector * scalar_vector },
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};
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}
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pub inline fn divScalar(self: Matrix4x4, scalar: f32) Matrix4x4 {
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const inv_scalar_vector: Vector4.Vector = @splat(1 / scalar);
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return .{
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.i = .{ .vector = self.i * inv_scalar_vector },
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.j = .{ .vector = self.j * inv_scalar_vector },
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.k = .{ .vector = self.k * inv_scalar_vector },
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.t = .{ .vector = self.t * inv_scalar_vector },
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};
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}
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pub inline fn negate(self: Matrix4x4) Matrix4x4 {
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return .{
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.i = .{ .vector = -self.i.vector },
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.j = .{ .vector = -self.j.vector },
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.k = .{ .vector = -self.k.vector },
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.t = .{ .vector = -self.t.vector },
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};
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}
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pub inline fn mulMatrix(self: Matrix4x4, other: Matrix4x4) Matrix4x4 {
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return .{
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.i = self.i.mulScalar(other.i.getX())
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.add(self.j.mulScalar(other.i.getY()))
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.add(self.k.mulScalar(other.i.getZ()))
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.add(self.t.mulScalar(other.i.getW())),
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.j = self.i.mulScalar(other.j.getX())
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.add(self.j.mulScalar(other.j.getY()))
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.add(self.k.mulScalar(other.j.getZ()))
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.add(self.t.mulScalar(other.j.getW())),
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.k = self.i.mulScalar(other.k.getX())
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.add(self.j.mulScalar(other.k.getY()))
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.add(self.k.mulScalar(other.k.getZ()))
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.add(self.t.mulScalar(other.k.getW())),
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.t = self.i.mulScalar(other.t.getX())
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.add(self.j.mulScalar(other.t.getY()))
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.add(self.k.mulScalar(other.t.getZ()))
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.add(self.t.mulScalar(other.t.getW())),
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};
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}
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pub inline fn inverseAffine(self: Matrix4x4) Matrix4x4 {
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// zig fmt: off
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const det = self.i.getX() * self.j.getY() * self.k.getZ()
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+ self.i.getY() * self.j.getZ() * self.k.getX()
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+ self.i.getZ() * self.j.getX() * self.k.getY()
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- self.i.getX() * self.j.getZ() * self.k.getY()
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- self.i.getY() * self.j.getX() * self.k.getZ()
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- self.i.getZ() * self.j.getY() * self.k.getX();
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// zig fmt: on
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const inv_det = 1 / det;
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const i = Vector3.init(
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self.j.getY() * self.k.getZ() - self.j.getZ() * self.k.getY(),
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self.i.getZ() * self.k.getY() - self.i.getY() * self.k.getZ(),
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self.i.getY() * self.j.getZ() - self.i.getZ() * self.j.getY(),
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).mulScalar(inv_det);
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const j = Vector3.init(
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self.j.getZ() * self.k.getX() - self.j.getX() * self.k.getZ(),
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self.i.getX() * self.k.getZ() - self.i.getZ() * self.k.getX(),
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self.i.getZ() * self.j.getX() - self.i.getX() * self.j.getZ(),
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).mulScalar(inv_det);
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const k = Vector3.init(
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self.j.getX() * self.k.getY() - self.j.getY() * self.k.getX(),
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self.i.getY() * self.k.getX() - self.i.getX() * self.k.getY(),
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self.i.getX() * self.j.getY() - self.i.getY() * self.j.getX(),
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).mulScalar(inv_det);
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const t = self.i.asVector3().mulScalar(self.t.getX())
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.add(self.j.asVector3().mulScalar(self.t.getY()))
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.add(self.k.asVector3().mulScalar(self.t.getZ()))
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.negate();
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return .{
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.i = .{ .vector = i ++ .{0} },
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.j = .{ .vector = j ++ .{0} },
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.k = .{ .vector = k ++ .{0} },
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.t = .{ .vector = t ++ .{1} },
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};
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}
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pub inline fn inverseTransposeAffine(self: Matrix4x4) Matrix4x4 {
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// zig fmt: off
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const det = self.i.getX() * self.j.getY() * self.k.getZ()
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+ self.i.getY() * self.j.getZ() * self.k.getX()
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+ self.i.getZ() * self.j.getX() * self.k.getY()
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- self.i.getX() * self.j.getZ() * self.k.getY()
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- self.i.getY() * self.j.getX() * self.k.getZ()
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- self.i.getZ() * self.j.getY() * self.k.getX();
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// zig fmt: on
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const inv_det = 1 / det;
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const i = Vector3.init(
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self.j.getY() * self.k.getZ() - self.j.getZ() * self.k.getY(),
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self.j.getZ() * self.k.getX() - self.j.getX() * self.k.getZ(),
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self.j.getX() * self.k.getY() - self.j.getY() * self.k.getX(),
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).mulScalar(inv_det);
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const j = Vector3.init(
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self.i.getZ() * self.k.getY() - self.i.getY() * self.k.getZ(),
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self.i.getX() * self.k.getZ() - self.i.getZ() * self.k.getX(),
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self.i.getY() * self.k.getX() - self.i.getX() * self.k.getY(),
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).mulScalar(inv_det);
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const k = Vector3.init(
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self.i.getY() * self.j.getZ() - self.i.getZ() * self.j.getY(),
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self.i.getZ() * self.j.getX() - self.i.getX() * self.j.getZ(),
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self.i.getX() * self.j.getY() - self.i.getY() * self.j.getX(),
|
||||||
|
).mulScalar(inv_det);
|
||||||
|
|
||||||
|
const t = self.i.asVector3().mulScalar(self.t.getX())
|
||||||
|
.add(self.j.asVector3().mulScalar(self.t.getY()))
|
||||||
|
.add(self.k.asVector3().mulScalar(self.t.getZ()))
|
||||||
|
.negate();
|
||||||
|
|
||||||
|
return .{
|
||||||
|
.i = .{ .vector = i ++ .{0} },
|
||||||
|
.j = .{ .vector = j ++ .{0} },
|
||||||
|
.k = .{ .vector = k ++ .{0} },
|
||||||
|
.t = .{ .vector = t ++ .{1} },
|
||||||
|
};
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn asArray(self: Matrix4x4) [16]f32 {
|
||||||
|
return @bitCast(self);
|
||||||
|
}
|
||||||
|
};
|
||||||
114
src/math/Quaternion.zig
Normal file
114
src/math/Quaternion.zig
Normal file
@@ -0,0 +1,114 @@
|
|||||||
|
const std = @import("std");
|
||||||
|
|
||||||
|
pub const Quaternion = extern struct {
|
||||||
|
vector: Vector,
|
||||||
|
|
||||||
|
pub const Vector = @Vector(4, f32);
|
||||||
|
|
||||||
|
pub const zero = Quaternion.init(0, 0, 0, 0);
|
||||||
|
pub const one = Quaternion.init(1, 1, 1, 1);
|
||||||
|
pub const identity = Quaternion.init(0, 0, 0, 1);
|
||||||
|
|
||||||
|
pub inline fn init(x: f32, y: f32, z: f32, w: f32) Quaternion {
|
||||||
|
return .{ .vector = .{ x, y, z, w } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn initRotationXY(angle_rad: f32) Quaternion {
|
||||||
|
const half_angle_rad = 0.5 * angle_rad;
|
||||||
|
return .{ .vector = .{ 0, 0, @sin(half_angle_rad), @cos(half_angle_rad) } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn initRotationXZ(angle_rad: f32) Quaternion {
|
||||||
|
const half_angle_rad = 0.5 * angle_rad;
|
||||||
|
return .{ .vector = .{ 0, -@sin(half_angle_rad), 0, @cos(half_angle_rad) } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn initRotationYX(angle_rad: f32) Quaternion {
|
||||||
|
const half_angle_rad = 0.5 * angle_rad;
|
||||||
|
return .{ .vector = .{ 0, 0, -@sin(half_angle_rad), @cos(half_angle_rad) } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn initRotationYZ(angle_rad: f32) Quaternion {
|
||||||
|
const half_angle_rad = 0.5 * angle_rad;
|
||||||
|
return .{ .vector = .{ @sin(half_angle_rad), 0, 0, @cos(half_angle_rad) } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn initRotationZX(angle_rad: f32) Quaternion {
|
||||||
|
const half_angle_rad = 0.5 * angle_rad;
|
||||||
|
return .{ .vector = .{ 0, @sin(half_angle_rad), 0, @cos(half_angle_rad) } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn initRotationZY(angle_rad: f32) Quaternion {
|
||||||
|
const half_angle_rad = 0.5 * angle_rad;
|
||||||
|
return .{ .vector = .{ -@sin(half_angle_rad), 0, 0, @cos(half_angle_rad) } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getX(self: Quaternion) f32 {
|
||||||
|
return self.vector[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getY(self: Quaternion) f32 {
|
||||||
|
return self.vector[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getZ(self: Quaternion) f32 {
|
||||||
|
return self.vector[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getW(self: Quaternion) f32 {
|
||||||
|
return self.vector[3];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setX(self: Quaternion, x: f32) Quaternion {
|
||||||
|
const x_vector: Vector = @splat(x);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, x_vector, .{ ~@as(i32, 0), 1, 2, 3 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setY(self: Quaternion, y: f32) Quaternion {
|
||||||
|
const y_vector: Vector = @splat(y);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, y_vector, .{ 0, ~@as(i32, 1), 2, 3 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setZ(self: Quaternion, z: f32) Quaternion {
|
||||||
|
const z_vector: Vector = @splat(z);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, z_vector, .{ 0, 1, ~@as(i32, 2), 3 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setW(self: Quaternion, w: f32) Quaternion {
|
||||||
|
const w_vector: Vector = @splat(w);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, w_vector, .{ 0, 1, 2, ~@as(i32, 3) }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn add(self: Quaternion, other: Quaternion) Quaternion {
|
||||||
|
return .{ .vector = self.vector + other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn sub(self: Quaternion, other: Quaternion) Quaternion {
|
||||||
|
return .{ .vector = self.vector - other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn mul(self: Quaternion, other: Quaternion) Quaternion {
|
||||||
|
return .{ .vector = self.vector * other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn div(self: Quaternion, other: Quaternion) Quaternion {
|
||||||
|
return .{ .vector = self.vector / other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn mulScalar(self: Quaternion, scalar: f32) Quaternion {
|
||||||
|
const scalar_vector: Vector = @splat(scalar);
|
||||||
|
return .{ .vector = self.vector * scalar_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn divScalar(self: Quaternion, scalar: f32) Quaternion {
|
||||||
|
const scalar_vector: Vector = @splat(scalar);
|
||||||
|
return .{ .vector = self.vector / scalar_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn lerp(self: Quaternion, other: Quaternion, t: f32) Quaternion {
|
||||||
|
const s = 1.0 - t;
|
||||||
|
const t_vector: Vector = @splat(t);
|
||||||
|
const s_vector: Vector = @splat(s);
|
||||||
|
return .{ .vector = self * t_vector + other * s_vector };
|
||||||
|
}
|
||||||
|
};
|
||||||
93
src/math/Vector3.zig
Normal file
93
src/math/Vector3.zig
Normal file
@@ -0,0 +1,93 @@
|
|||||||
|
const Vector4 = @import("Vector4.zig").Vector4;
|
||||||
|
|
||||||
|
pub const Vector3 = extern struct {
|
||||||
|
vector: Vector,
|
||||||
|
|
||||||
|
pub const Vector = @Vector(3, f32);
|
||||||
|
|
||||||
|
pub const zero = Vector3.init(0, 0, 0);
|
||||||
|
pub const one = Vector3.init(1, 1, 1);
|
||||||
|
pub const unit_x = Vector3.init(1, 0, 0);
|
||||||
|
pub const unit_y = Vector3.init(0, 1, 0);
|
||||||
|
pub const unit_z = Vector3.init(0, 0, 1);
|
||||||
|
|
||||||
|
pub inline fn init(x: f32, y: f32, z: f32) Vector3 {
|
||||||
|
return .{ .vector = .{ x, y, z } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getX(self: Vector3) f32 {
|
||||||
|
return self.vector[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getY(self: Vector3) f32 {
|
||||||
|
return self.vector[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getZ(self: Vector3) f32 {
|
||||||
|
return self.vector[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setX(self: Vector3, x: f32) Vector3 {
|
||||||
|
const x_vector: Vector = @splat(x);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, x_vector, .{ ~@as(i32, 0), 1, 2 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setY(self: Vector3, y: f32) Vector3 {
|
||||||
|
const y_vector: Vector = @splat(y);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, y_vector, .{ 0, ~@as(i32, 1), 2 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setZ(self: Vector3, z: f32) Vector3 {
|
||||||
|
const z_vector: Vector = @splat(z);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, z_vector, .{ 0, 1, ~@as(i32, 2) }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn add(self: Vector3, other: Vector3) Vector3 {
|
||||||
|
return .{ .vector = self.vector + other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn sub(self: Vector3, other: Vector3) Vector3 {
|
||||||
|
return .{ .vector = self.vector - other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn mul(self: Vector3, other: Vector3) Vector3 {
|
||||||
|
return .{ .vector = self.vector * other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn div(self: Vector3, other: Vector3) Vector3 {
|
||||||
|
return .{ .vector = self.vector / other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn mulScalar(self: Vector3, scalar: f32) Vector3 {
|
||||||
|
const scalar_vector: Vector = @splat(scalar);
|
||||||
|
return .{ .vector = self.vector * scalar_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn divScalar(self: Vector3, scalar: f32) Vector3 {
|
||||||
|
const scalar_vector: Vector = @splat(scalar);
|
||||||
|
return .{ .vector = self.vector / scalar_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn negate(self: Vector3) Vector3 {
|
||||||
|
return .{ .vector = -self.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn lerp(self: Vector3, other: Vector3, t: f32) Vector3 {
|
||||||
|
const s = 1.0 - t;
|
||||||
|
const t_vector: Vector = @splat(t);
|
||||||
|
const s_vector: Vector = @splat(s);
|
||||||
|
return .{ .vector = self * t_vector + other * s_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn swizzle3(self: Vector3, comptime mask: @Vector(3, i32)) Vector3 {
|
||||||
|
return .{ .vector = @shuffle(Vector, self, undefined, mask) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn swizzle4(self: Vector3, comptime mask: @Vector(4, i32)) Vector4 {
|
||||||
|
return .{ .vector = @shuffle(Vector4.Vector, self, undefined, mask) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn asArray(self: Vector3) [3]f32 {
|
||||||
|
return self.vector;
|
||||||
|
}
|
||||||
|
};
|
||||||
107
src/math/Vector4.zig
Normal file
107
src/math/Vector4.zig
Normal file
@@ -0,0 +1,107 @@
|
|||||||
|
const Vector3 = @import("Vector3.zig").Vector3;
|
||||||
|
|
||||||
|
pub const Vector4 = extern struct {
|
||||||
|
vector: Vector,
|
||||||
|
|
||||||
|
pub const Vector = @Vector(4, f32);
|
||||||
|
|
||||||
|
pub const zero = Vector4.init(0, 0, 0, 0);
|
||||||
|
pub const one = Vector4.init(1, 1, 1, 1);
|
||||||
|
pub const unit_x = Vector4.init(1, 0, 0, 0);
|
||||||
|
pub const unit_y = Vector4.init(0, 1, 0, 0);
|
||||||
|
pub const unit_z = Vector4.init(0, 0, 1, 0);
|
||||||
|
pub const unit_w = Vector4.init(0, 0, 0, 1);
|
||||||
|
|
||||||
|
pub inline fn init(x: f32, y: f32, z: f32, w: f32) Vector4 {
|
||||||
|
return .{ .vector = .{ x, y, z, w } };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getX(self: Vector4) f32 {
|
||||||
|
return self.vector[0];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getY(self: Vector4) f32 {
|
||||||
|
return self.vector[1];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getZ(self: Vector4) f32 {
|
||||||
|
return self.vector[2];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn getW(self: Vector4) f32 {
|
||||||
|
return self.vector[3];
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setX(self: Vector4, x: f32) Vector4 {
|
||||||
|
const x_vector: Vector = @splat(x);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, x_vector, .{ ~@as(i32, 0), 1, 2, 3 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setY(self: Vector4, y: f32) Vector4 {
|
||||||
|
const y_vector: Vector = @splat(y);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, y_vector, .{ 0, ~@as(i32, 1), 2, 3 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setZ(self: Vector4, z: f32) Vector4 {
|
||||||
|
const z_vector: Vector = @splat(z);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, z_vector, .{ 0, 1, ~@as(i32, 2), 3 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn setW(self: Vector4, w: f32) Vector4 {
|
||||||
|
const w_vector: Vector = @splat(w);
|
||||||
|
return .{ .vector = @shuffle(Vector, self, w_vector, .{ 0, 1, 2, ~@as(i32, 3) }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn add(self: Vector4, other: Vector4) Vector4 {
|
||||||
|
return .{ .vector = self.vector + other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn sub(self: Vector4, other: Vector4) Vector4 {
|
||||||
|
return .{ .vector = self.vector - other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn mul(self: Vector4, other: Vector4) Vector4 {
|
||||||
|
return .{ .vector = self.vector * other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn div(self: Vector4, other: Vector4) Vector4 {
|
||||||
|
return .{ .vector = self.vector / other.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn mulScalar(self: Vector4, scalar: f32) Vector4 {
|
||||||
|
const scalar_vector: Vector = @splat(scalar);
|
||||||
|
return .{ .vector = self.vector * scalar_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn divScalar(self: Vector4, scalar: f32) Vector4 {
|
||||||
|
const scalar_vector: Vector = @splat(scalar);
|
||||||
|
return .{ .vector = self.vector / scalar_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn negate(self: Vector4) Vector4 {
|
||||||
|
return .{ .vector = -self.vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn lerp(self: Vector4, other: Vector4, t: f32) Vector4 {
|
||||||
|
const s = 1.0 - t;
|
||||||
|
const t_vector: Vector = @splat(t);
|
||||||
|
const s_vector: Vector = @splat(s);
|
||||||
|
return .{ .vector = self * t_vector + other * s_vector };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn asVector3(self: Vector4) Vector3 {
|
||||||
|
return .{ .vector = @shuffle(Vector3.Vector, self.vector, undefined, .{ 0, 1, 2 }) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn swizzle3(self: Vector4, comptime mask: @Vector(3, i32)) Vector3 {
|
||||||
|
return .{ .vector = @shuffle(Vector3.Vector, self.vector, undefined, mask) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn swizzle4(self: Vector4, comptime mask: @Vector(4, i32)) Vector4 {
|
||||||
|
return .{ .vector = @shuffle(Vector, self.vector, undefined, mask) };
|
||||||
|
}
|
||||||
|
|
||||||
|
pub inline fn asArray(self: Vector4) [4]f32 {
|
||||||
|
return self.vector;
|
||||||
|
}
|
||||||
|
};
|
||||||
Reference in New Issue
Block a user