mirror of
https://github.com/odin-lang/Odin.git
synced 2025-12-30 18:02:02 +00:00
628 lines
15 KiB
Odin
628 lines
15 KiB
Odin
package vendor_box2d
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import "core:c"
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import "core:math"
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EPSILON :: 1e-23
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Vec2 :: [2]f32
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// Cosine and sine pair
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// This uses a custom implementation designed for cross-platform determinism
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CosSin :: struct {
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// cosine and sine
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cosine: f32,
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sine: f32,
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}
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Rot :: struct {
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c, s: f32, // cosine and sine
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}
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Transform :: struct {
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p: Vec2,
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q: Rot,
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}
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Mat22 :: matrix[2, 2]f32
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AABB :: struct {
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lowerBound: Vec2,
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upperBound: Vec2,
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}
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// separation = dot(normal, point) - offset
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Plane :: struct {
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normal: Vec2,
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offset: f32,
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}
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PI :: math.PI
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Vec2_zero :: Vec2{0, 0}
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Rot_identity :: Rot{1, 0}
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Transform_identity :: Transform{{0, 0}, {1, 0}}
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Mat22_zero :: Mat22{0, 0, 0, 0}
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// @return the minimum of two integers
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@(deprecated="Prefer the built-in 'min(a, b)'", require_results)
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MinInt :: proc "c" (a, b: c.int) -> c.int {
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return min(a, b)
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}
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// @return the maximum of two integers
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@(deprecated="Prefer the built-in 'max(a, b)'", require_results)
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MaxInt :: proc "c" (a, b: c.int) -> c.int {
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return max(a, b)
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}
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// @return the absolute value of an integer
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@(deprecated="Prefer the built-in 'abs(a)'", require_results)
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AbsInt :: proc "c" (a: c.int) -> c.int {
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return abs(a)
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}
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// @return an integer clamped between a lower and upper bound
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@(deprecated="Prefer the built-in 'clamp(a, lower, upper)'", require_results)
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ClampInt :: proc "c" (a, lower, upper: c.int) -> c.int {
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return clamp(a, lower, upper)
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}
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// @return the minimum of two floats
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@(deprecated="Prefer the built-in 'min(a, b)'", require_results)
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MinFloat :: proc "c" (a, b: f32) -> f32 {
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return min(a, b)
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}
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// @return the maximum of two floats
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@(deprecated="Prefer the built-in 'max(a, b)'", require_results)
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MaxFloat :: proc "c" (a, b: f32) -> f32 {
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return max(a, b)
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}
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// @return the absolute value of a float
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@(deprecated="Prefer the built-in 'abs(a)'", require_results)
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AbsFloat :: proc "c" (a: f32) -> f32 {
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return abs(a)
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}
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// @return a f32 clamped between a lower and upper bound
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@(deprecated="Prefer the built-in 'clamp(a, lower, upper)'", require_results)
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ClampFloat :: proc "c" (a, lower, upper: f32) -> f32 {
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return clamp(a, lower, upper)
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}
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@(require_results)
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Atan2 :: proc "c" (y, x: f32) -> f32 {
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return math.atan2(y, x)
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}
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@(require_results)
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ComputeCosSin :: proc "c" (radians: f32) -> (res: CosSin) {
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res.sine, res.cosine = math.sincos(radians)
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return
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}
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// Vector dot product
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@(require_results)
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Dot :: proc "c" (a, b: Vec2) -> f32 {
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return a.x * b.x + a.y * b.y
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}
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// Vector cross product. In 2D this yields a scalar.
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@(require_results)
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Cross :: proc "c" (a, b: Vec2) -> f32 {
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return a.x * b.y - a.y * b.x
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}
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// Perform the cross product on a vector and a scalar. In 2D this produces a vector.
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@(require_results)
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CrossVS :: proc "c" (v: Vec2, s: f32) -> Vec2 {
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return {s * v.y, -s * v.x}
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}
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// Perform the cross product on a scalar and a vector. In 2D this produces a vector.
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@(require_results)
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CrossSV :: proc "c" (s: f32, v: Vec2) -> Vec2 {
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return {-s * v.y, s * v.x}
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}
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// Get a left pointing perpendicular vector. Equivalent to b2CrossSV(1, v)
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@(require_results)
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LeftPerp :: proc "c" (v: Vec2) -> Vec2 {
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return {-v.y, v.x}
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}
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// Get a right pointing perpendicular vector. Equivalent to b2CrossVS(v, 1)
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@(require_results)
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RightPerp :: proc "c" (v: Vec2) -> Vec2 {
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return {v.y, -v.x}
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}
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// Vector addition
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@(deprecated="Prefer 'a + b'", require_results)
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Add :: proc "c" (a, b: Vec2) -> Vec2 {
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return a + b
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}
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// Vector subtraction
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@(deprecated="Prefer 'a - b'", require_results)
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Sub :: proc "c" (a, b: Vec2) -> Vec2 {
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return a - b
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}
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// Vector negation
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@(deprecated="Prefer '-a'", require_results)
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Neg :: proc "c" (a: Vec2) -> Vec2 {
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return -a
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}
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// Vector linear interpolation
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// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
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@(require_results)
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Lerp :: proc "c" (a, b: Vec2, t: f32) -> Vec2 {
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return {(1 - t) * a.x + t * b.x, (1 - t) * a.y + t * b.y}
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}
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// Component-wise multiplication
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@(deprecated="Prefer 'a * b'", require_results)
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Mul :: proc "c" (a, b: Vec2) -> Vec2 {
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return a * b
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}
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// Multiply a scalar and vector
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@(deprecated="Prefer 's * v'", require_results)
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MulSV :: proc "c" (s: f32, v: Vec2) -> Vec2 {
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return s * v
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}
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// a + s * b
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@(deprecated="Prefer 'a + s * b'", require_results)
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MulAdd :: proc "c" (a: Vec2, s: f32, b: Vec2) -> Vec2 {
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return a + s * b
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}
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// a - s * b
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@(deprecated="Prefer 'a - s * b'", require_results)
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MulSub :: proc "c" (a: Vec2, s: f32, b: Vec2) -> Vec2 {
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return a - s * b
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}
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// Component-wise absolute vector
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@(require_results)
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Abs :: proc "c" (a: Vec2) -> (b: Vec2) {
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b.x = abs(a.x)
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b.y = abs(a.y)
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return
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}
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// Component-wise minimum vector
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@(require_results)
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Min :: proc "c" (a, b: Vec2) -> (c: Vec2) {
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c.x = min(a.x, b.x)
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c.y = min(a.y, b.y)
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return
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}
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// Component-wise maximum vector
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@(require_results)
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Max :: proc "c" (a, b: Vec2) -> (c: Vec2) {
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c.x = max(a.x, b.x)
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c.y = max(a.y, b.y)
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return
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}
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// Component-wise clamp vector v into the range [a, b]
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@(require_results)
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Clamp :: proc "c" (v: Vec2, a, b: Vec2) -> (c: Vec2) {
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c.x = clamp(v.x, a.x, b.x)
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c.y = clamp(v.y, a.y, b.y)
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return
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}
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// Get the length of this vector (the norm)
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@(require_results)
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Length :: proc "c" (v: Vec2) -> f32 {
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return math.sqrt(v.x * v.x + v.y * v.y)
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}
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// Get the distance between two points
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@(require_results)
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Distance :: proc "c" (a, b: Vec2) -> f32 {
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dx := b.x - a.x
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dy := b.y - a.y
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return math.sqrt(dx * dx + dy * dy)
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}
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@(require_results)
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Normalize :: proc "c" (v: Vec2) -> Vec2 {
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length := Length(v)
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if length < EPSILON {
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return Vec2_zero
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}
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invLength := 1 / length
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return invLength * v
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}
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@(require_results)
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IsNormalized :: proc "c" (v: Vec2) -> bool {
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aa := Dot(v, v)
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return abs(1. - aa) < 10. * EPSILON
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}
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@(require_results)
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NormalizeChecked :: proc "odin" (v: Vec2) -> Vec2 {
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length := Length(v)
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if length < 1e-23 {
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panic("zero-length Vec2")
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}
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invLength := 1 / length
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return invLength * v
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}
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@(require_results)
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GetLengthAndNormalize :: proc "c" (v: Vec2) -> (length: f32, vn: Vec2) {
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length = Length(v)
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if length < 1e-23 {
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return
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}
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invLength := 1 / length
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vn = invLength * v
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return
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}
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// Integration rotation from angular velocity
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// @param q1 initial rotation
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// @param deltaAngle the angular displacement in radians
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@(require_results)
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IntegrateRotation :: proc "c" (q1: Rot, deltaAngle: f32) -> Rot {
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// dc/dt = -omega * sin(t)
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// ds/dt = omega * cos(t)
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// c2 = c1 - omega * h * s1
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// s2 = s1 + omega * h * c1
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q2 := Rot{q1.c - deltaAngle * q1.s, q1.s + deltaAngle * q1.c}
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mag := math.sqrt(q2.s * q2.s + q2.c * q2.c)
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invMag := f32(mag > 0.0 ? 1 / mag : 0.0)
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return {q2.c * invMag, q2.s * invMag}
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}
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// Get the length squared of this vector
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@(require_results)
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LengthSquared :: proc "c" (v: Vec2) -> f32 {
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return v.x * v.x + v.y * v.y
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}
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// Get the distance squared between points
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@(require_results)
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DistanceSquared :: proc "c" (a, b: Vec2) -> f32 {
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c := Vec2{b.x - a.x, b.y - a.y}
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return c.x * c.x + c.y * c.y
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}
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// Make a rotation using an angle in radians
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@(require_results)
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MakeRot :: proc "c" (angle: f32) -> Rot {
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cs := ComputeCosSin(angle)
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return Rot{c=cs.cosine, s=cs.sine}
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}
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// Compute the rotation between two unit vectors
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@(require_results)
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ComputeRotationBetweenUnitVectors :: proc(v1, v2: Vec2) -> Rot {
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return NormalizeRot({
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c = Dot(v1, v2),
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s = Cross(v1, v2),
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})
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}
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// Is this rotation normalized?
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@(require_results)
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IsNormalizedRot :: proc "c" (q: Rot) -> bool {
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// larger tolerance due to failure on mingw 32-bit
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qq := q.s * q.s + q.c * q.c
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return 1.0 - 0.0006 < qq && qq < 1 + 0.0006
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}
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// Normalize rotation
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@(require_results)
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NormalizeRot :: proc "c" (q: Rot) -> Rot {
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mag := math.sqrt(q.s * q.s + q.c * q.c)
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invMag := f32(mag > 0.0 ? 1.0 / mag : 0.0)
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return {q.c * invMag, q.s * invMag}
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}
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// Normalized linear interpolation
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// https://fgiesen.wordpress.com/2012/08/15/linear-interpolation-past-present-and-future/
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// https://web.archive.org/web/20170825184056/http://number-none.com/product/Understanding%20Slerp,%20Then%20Not%20Using%20It/
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@(require_results)
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NLerp :: proc "c" (q1: Rot, q2: Rot, t: f32) -> Rot {
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omt := 1 - t
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return NormalizeRot({
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omt * q1.c + t * q2.c,
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omt * q1.s + t * q2.s,
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})
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}
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// Compute the angular velocity necessary to rotate between two rotations over a give time
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// @param q1 initial rotation
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// @param q2 final rotation
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// @param inv_h inverse time step
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@(require_results)
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ComputeAngularVelocity :: proc "c" (q1: Rot, q2: Rot, inv_h: f32) -> f32 {
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// ds/dt = omega * cos(t)
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// dc/dt = -omega * sin(t)
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// s2 = s1 + omega * h * c1
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// c2 = c1 - omega * h * s1
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// omega * h * s1 = c1 - c2
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// omega * h * c1 = s2 - s1
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// omega * h = (c1 - c2) * s1 + (s2 - s1) * c1
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// omega * h = s1 * c1 - c2 * s1 + s2 * c1 - s1 * c1
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// omega * h = s2 * c1 - c2 * s1 = sin(a2 - a1) ~= a2 - a1 for small delta
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omega := inv_h * (q2.s * q1.c - q2.c * q1.s)
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return omega
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}
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// Get the angle in radians in the range [-pi, pi]
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@(require_results)
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Rot_GetAngle :: proc "c" (q: Rot) -> f32 {
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return Atan2(q.s, q.c)
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}
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// Get the x-axis
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@(require_results)
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Rot_GetXAxis :: proc "c" (q: Rot) -> Vec2 {
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return {q.c, q.s}
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}
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// Get the y-axis
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@(require_results)
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Rot_GetYAxis :: proc "c" (q: Rot) -> Vec2 {
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return {-q.s, q.c}
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}
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// Multiply two rotations: q * r
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@(require_results)
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MulRot :: proc "c" (q, r: Rot) -> (qr: Rot) {
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// [qc -qs] * [rc -rs] = [qc*rc-qs*rs -qc*rs-qs*rc]
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// [qs qc] [rs rc] [qs*rc+qc*rs -qs*rs+qc*rc]
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// s(q + r) = qs * rc + qc * rs
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// c(q + r) = qc * rc - qs * rs
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qr.s = q.s * r.c + q.c * r.s
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qr.c = q.c * r.c - q.s * r.s
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return
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}
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// Transpose multiply two rotations: qT * r
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@(require_results)
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InvMulRot :: proc "c" (q, r: Rot) -> (qr: Rot) {
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// [ qc qs] * [rc -rs] = [qc*rc+qs*rs -qc*rs+qs*rc]
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// [-qs qc] [rs rc] [-qs*rc+qc*rs qs*rs+qc*rc]
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// s(q - r) = qc * rs - qs * rc
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// c(q - r) = qc * rc + qs * rs
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qr.s = q.c * r.s - q.s * r.c
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qr.c = q.c * r.c + q.s * r.s
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return
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}
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// relative angle between b and a (rot_b * inv(rot_a))
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@(require_results)
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RelativeAngle :: proc "c" (b, a: Rot) -> f32 {
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// sin(b - a) = bs * ac - bc * as
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// cos(b - a) = bc * ac + bs * as
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s := b.s * a.c - b.c * a.s
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c := b.c * a.c + b.s * a.s
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return Atan2(s, c)
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}
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// Convert an angle in the range [-2*pi, 2*pi] into the range [-pi, pi]
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@(require_results)
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UnwindAngle :: proc "c" (radians: f32) -> f32 {
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if radians < -PI {
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return radians + 2.0 * PI
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} else if radians > PI {
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return radians - 2.0 * PI
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}
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return radians
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}
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// Convert any into the range [-pi, pi] (slow)
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@(require_results)
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UnwindLargeAngle :: proc "c" (radians: f32) -> f32 {
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radians := radians
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for radians > PI {
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radians -= 2. * PI
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}
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for radians < -PI {
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radians += 2. * PI
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}
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return radians
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}
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// Rotate a vector
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@(require_results)
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RotateVector :: proc "c" (q: Rot, v: Vec2) -> Vec2 {
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return {q.c * v.x - q.s * v.y, q.s * v.x + q.c * v.y}
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}
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// Inverse rotate a vector
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@(require_results)
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InvRotateVector :: proc "c" (q: Rot, v: Vec2) -> Vec2 {
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return {q.c * v.x + q.s * v.y, -q.s * v.x + q.c * v.y}
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}
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// Transform a point (e.g. local space to world space)
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@(require_results)
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TransformPoint :: proc "c" (t: Transform, p: Vec2) -> Vec2 {
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x := (t.q.c * p.x - t.q.s * p.y) + t.p.x
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y := (t.q.s * p.x + t.q.c * p.y) + t.p.y
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return {x, y}
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}
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// Inverse transform a point (e.g. world space to local space)
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@(require_results)
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InvTransformPoint :: proc "c" (t: Transform, p: Vec2) -> Vec2 {
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vx := p.x - t.p.x
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vy := p.y - t.p.y
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return {t.q.c * vx + t.q.s * vy, -t.q.s * vx + t.q.c * vy}
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}
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// Multiply two transforms. If the result is applied to a point p local to frame B,
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// the transform would first convert p to a point local to frame A, then into a point
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// in the world frame.
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// v2 = A.q.Rot(B.q.Rot(v1) + B.p) + A.p
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// = (A.q * B.q).Rot(v1) + A.q.Rot(B.p) + A.p
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@(require_results)
|
|
MulTransforms :: proc "c" (A, B: Transform) -> (C: Transform) {
|
|
C.q = MulRot(A.q, B.q)
|
|
C.p = RotateVector(A.q, B.p) + A.p
|
|
return
|
|
}
|
|
|
|
// Creates a transform that converts a local point in frame B to a local point in frame A.
|
|
// v2 = A.q' * (B.q * v1 + B.p - A.p)
|
|
// = A.q' * B.q * v1 + A.q' * (B.p - A.p)
|
|
@(require_results)
|
|
InvMulTransforms :: proc "c" (A, B: Transform) -> (C: Transform) {
|
|
C.q = InvMulRot(A.q, B.q)
|
|
C.p = InvRotateVector(A.q, B.p-A.p)
|
|
return
|
|
}
|
|
|
|
// Multiply a 2-by-2 matrix times a 2D vector
|
|
@(deprecated="Prefer 'A * v'", require_results)
|
|
MulMV :: proc "c" (A: Mat22, v: Vec2) -> Vec2 {
|
|
return A * v
|
|
}
|
|
|
|
// Get the inverse of a 2-by-2 matrix
|
|
@(require_results)
|
|
GetInverse22 :: proc "c" (A: Mat22) -> Mat22 {
|
|
a := A[0, 0]
|
|
b := A[0, 1]
|
|
c := A[1, 0]
|
|
d := A[1, 1]
|
|
det := a * d - b * c
|
|
if det != 0.0 {
|
|
det = 1 / det
|
|
}
|
|
|
|
return Mat22{
|
|
det * d, -det * b,
|
|
-det * c, det * a,
|
|
}
|
|
}
|
|
|
|
// Solve A * x = b, where b is a column vector. This is more efficient
|
|
// than computing the inverse in one-shot cases.
|
|
@(require_results)
|
|
Solve22 :: proc "c" (A: Mat22, b: Vec2) -> Vec2 {
|
|
a11 := A[0, 0]
|
|
a12 := A[0, 1]
|
|
a21 := A[1, 0]
|
|
a22 := A[1, 1]
|
|
det := a11 * a22 - a12 * a21
|
|
if det != 0.0 {
|
|
det = 1 / det
|
|
}
|
|
return {det * (a22 * b.x - a12 * b.y), det * (a11 * b.y - a21 * b.x)}
|
|
}
|
|
|
|
// Does a fully contain b
|
|
@(require_results)
|
|
AABB_Contains :: proc "c" (a, b: AABB) -> bool {
|
|
(a.lowerBound.x <= b.lowerBound.x) or_return
|
|
(a.lowerBound.y <= b.lowerBound.y) or_return
|
|
(b.upperBound.x <= a.upperBound.x) or_return
|
|
(b.upperBound.y <= a.upperBound.y) or_return
|
|
return true
|
|
}
|
|
|
|
// Get the center of the AABB.
|
|
@(require_results)
|
|
AABB_Center :: proc "c" (a: AABB) -> Vec2 {
|
|
return {0.5 * (a.lowerBound.x + a.upperBound.x), 0.5 * (a.lowerBound.y + a.upperBound.y)}
|
|
}
|
|
|
|
// Get the extents of the AABB (half-widths).
|
|
@(require_results)
|
|
AABB_Extents :: proc "c" (a: AABB) -> Vec2 {
|
|
return {0.5 * (a.upperBound.x - a.lowerBound.x), 0.5 * (a.upperBound.y - a.lowerBound.y)}
|
|
}
|
|
|
|
// Union of two AABBs
|
|
@(require_results)
|
|
AABB_Union :: proc "c" (a, b: AABB) -> (c: AABB) {
|
|
c.lowerBound.x = min(a.lowerBound.x, b.lowerBound.x)
|
|
c.lowerBound.y = min(a.lowerBound.y, b.lowerBound.y)
|
|
c.upperBound.x = max(a.upperBound.x, b.upperBound.x)
|
|
c.upperBound.y = max(a.upperBound.y, b.upperBound.y)
|
|
return
|
|
}
|
|
|
|
// Compute the bounding box of an array of circles
|
|
@(require_results)
|
|
MakeAABB :: proc "c" (points: []Vec2, radius: f32) -> AABB {
|
|
a := AABB{points[0], points[0]}
|
|
for point in points {
|
|
a.lowerBound = Min(a.lowerBound, point)
|
|
a.upperBound = Max(a.upperBound, point)
|
|
}
|
|
|
|
r := Vec2{radius, radius}
|
|
a.lowerBound = a.lowerBound - r
|
|
a.upperBound = a.upperBound + r
|
|
|
|
return a
|
|
}
|
|
|
|
// Signed separation of a point from a plane
|
|
@(require_results)
|
|
PlaneSeparation :: proc "c" (plane: Plane, point: Vec2) -> f32 {
|
|
return Dot(plane.normal, point) - plane.offset
|
|
}
|
|
|
|
@(require_results)
|
|
IsValidFloat :: proc "c" (a: f32) -> bool {
|
|
#partial switch math.classify(a) {
|
|
case .NaN, .Inf, .Neg_Inf: return false
|
|
case: return true
|
|
}
|
|
}
|
|
|
|
@(require_results)
|
|
IsValidVec2 :: proc "c" (v: Vec2) -> bool {
|
|
IsValidFloat(v.x) or_return
|
|
IsValidFloat(v.y) or_return
|
|
return true
|
|
}
|
|
|
|
@(require_results)
|
|
IsValidRotation :: proc "c" (q: Rot) -> bool {
|
|
IsValidFloat(q.s) or_return
|
|
IsValidFloat(q.c) or_return
|
|
return IsNormalizedRot(q)
|
|
}
|
|
|
|
// Is this a valid bounding box? Not Nan or infinity. Upper bound greater than or equal to lower bound.
|
|
@(require_results)
|
|
IsValidAABB :: proc "c" (aabb: AABB) -> bool {
|
|
IsValidVec2(aabb.lowerBound) or_return
|
|
IsValidVec2(aabb.upperBound) or_return
|
|
(aabb.upperBound.x >= aabb.lowerBound.x) or_return
|
|
(aabb.upperBound.y >= aabb.lowerBound.y) or_return
|
|
return true
|
|
}
|
|
|
|
// Is this a valid plane? Normal is a unit vector. Not Nan or infinity.
|
|
@(require_results)
|
|
IsValidPlane :: proc "c" (plane: Plane) -> bool {
|
|
IsValidFloat(plane.offset) or_return
|
|
IsValidVec2(plane.normal) or_return
|
|
IsNormalized(plane.normal) or_return
|
|
return true
|
|
}
|