Files
voxel-game/src/math.zig

171 lines
4.4 KiB
Zig

const std = @import("std");
const vm = @import("vecmath");
pub const Iterator2 = @import("math/Iterator2.zig").Iterator2;
pub const Iterator3 = @import("math/Iterator3.zig").Iterator3;
pub const noise2 = @import("math/noise.zig").noise2;
pub const noise2x8 = @import("math/noise.zig").noise2x8;
pub inline fn asFloatFrac(frac: i32) f32 {
const numerator: f64 = @floatFromInt(frac);
const denominator: f64 = std.math.maxInt(i32);
return @floatCast(numerator / denominator);
}
pub inline fn asFloatFrac2(frac: vm.Vector2Int) vm.Vector2 {
return .init(
asFloatFrac(frac.x),
asFloatFrac(frac.y),
);
}
pub inline fn asFloatFrac3(frac: vm.Vector3Int) vm.Vector3 {
return .init(
asFloatFrac(frac.x),
asFloatFrac(frac.y),
asFloatFrac(frac.z),
);
}
pub inline fn asFloatFrac4(frac: vm.Vector4Int) vm.Vector4 {
return .init(
asFloatFrac(frac.x),
asFloatFrac(frac.y),
asFloatFrac(frac.z),
asFloatFrac(frac.w),
);
}
pub inline fn asIntFrac(frac: f32) i32 {
const fraction: f64 = @floatCast(frac);
const scale: f64 = std.math.maxInt(i32);
return @intFromFloat(@round(fraction * scale));
}
pub inline fn asIntFrac2(frac: vm.Vector2) vm.Vector2Int {
return .init(
asIntFrac(frac.x),
asIntFrac(frac.y),
);
}
pub inline fn asIntFrac3(frac: vm.Vector3) vm.Vector3Int {
return .init(
asIntFrac(frac.x),
asIntFrac(frac.y),
asIntFrac(frac.z),
);
}
pub inline fn asIntFrac4(frac: vm.Vector4) vm.Vector4Int {
return .init(
asIntFrac(frac.x),
asIntFrac(frac.y),
asIntFrac(frac.z),
asIntFrac(frac.w),
);
}
pub inline fn mulIntFloat(int: i32, float: f32) i32 {
const int_float: f64 = @floatFromInt(int);
const float_wide: f64 = @floatCast(float);
return @intFromFloat(@round(int_float * float_wide));
}
pub inline fn mulIntFloat2(int: vm.Vector2Int, float: f32) vm.Vector2Int {
return .init(
mulIntFloat(int.x, float),
mulIntFloat(int.y, float),
);
}
pub inline fn mulIntFloat3(int: vm.Vector3Int, float: f32) vm.Vector3Int {
return .init(
mulIntFloat(int.x, float),
mulIntFloat(int.y, float),
mulIntFloat(int.z, float),
);
}
pub inline fn mulIntFloat4(int: vm.Vector4Int, float: f32) vm.Vector4Int {
return .init(
mulIntFloat(int.x, float),
mulIntFloat(int.y, float),
mulIntFloat(int.z, float),
mulIntFloat(int.w, float),
);
}
pub inline fn mulFrac(a: i32, b: i32) i32 {
const denominator: i64 = std.math.maxInt(i32);
const rounding_bias: i64 = denominator >> 1;
const a_wide: i64 = a;
const b_wide: i64 = b;
return @intCast(@divFloor(a_wide * b_wide + rounding_bias, denominator));
}
pub inline fn mulFrac2(a: vm.Vector2Int, b: i32) vm.Vector2Int {
return .init(
mulFrac(a.x, b),
mulFrac(a.y, b),
);
}
pub inline fn mulFrac3(a: vm.Vector3Int, b: i32) vm.Vector3Int {
return .init(
mulFrac(a.x, b),
mulFrac(a.y, b),
mulFrac(a.z, b),
);
}
pub inline fn mulFrac4(a: vm.Vector4Int, b: i32) vm.Vector4Int {
return .init(
mulFrac(a.x, b),
mulFrac(a.y, b),
mulFrac(a.z, b),
mulFrac(a.w, b),
);
}
pub inline fn mulFracFrac(a: i32, b: i32) i32 {
const denominator: i64 = std.math.maxInt(i32) * std.math.maxInt(i32);
const rounding_bias: i64 = denominator >> 1;
const a_wide: i64 = a;
const b_wide: i64 = b;
return .{ .vector = @intCast(@divFloor(a_wide * b_wide + rounding_bias, denominator)) };
}
pub inline fn mulFracFrac2(a: vm.Vector2Int, b: i32) vm.Vector2Int {
return .init(
mulFracFrac(a.x, b),
mulFracFrac(a.y, b),
);
}
pub inline fn mulFracFrac3(a: vm.Vector3Int, b: i32) vm.Vector3Int {
return .init(
mulFracFrac(a.x, b),
mulFracFrac(a.y, b),
mulFracFrac(a.z, b),
);
}
pub inline fn mulFracFrac4(a: vm.Vector4Int, b: i32) vm.Vector4Int {
return .init(
mulFracFrac(a.x, b),
mulFracFrac(a.y, b),
mulFracFrac(a.z, b),
mulFracFrac(a.w, b),
);
}
pub inline fn wideMulDivFloor(a: i32, mul: i32, div: i32) i32 {
return @intCast(@divFloor(@as(i64, a) * @as(i64, mul), div));
}
pub inline fn wideMulDivCeil(a: i32, mul: i32, div: i32) i32 {
return @intCast(@divFloor(@as(i64, a) * @as(i64, mul) + @as(i64, div) - std.math.sign(div), div));
}