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Odin/core/math.odin
2016-12-18 21:50:14 +00:00

369 lines
9.4 KiB
Odin

const TAU = 6.28318530717958647692528676655900576;
const PI = 3.14159265358979323846264338327950288;
const ONE_OVER_TAU = 0.636619772367581343075535053490057448;
const ONE_OVER_PI = 0.159154943091895335768883763372514362;
const E = 2.71828182845904523536;
const SQRT_TWO = 1.41421356237309504880168872420969808;
const SQRT_THREE = 1.73205080756887729352744634150587236;
const SQRT_FIVE = 2.23606797749978969640917366873127623;
const LOG_TWO = 0.693147180559945309417232121458176568;
const LOG_TEN = 2.30258509299404568401799145468436421;
const EPSILON = 1.19209290e-7;
const τ = TAU;
const π = PI;
type Vec2 [vector 2]f32;
type Vec3 [vector 3]f32;
type Vec4 [vector 4]f32;
type Mat2 [2]Vec2;
type Mat3 [3]Vec3;
type Mat4 [4]Vec4;
proc sqrt32(x f32) -> f32 #foreign "llvm.sqrt.f32"
proc sqrt64(x f64) -> f64 #foreign "llvm.sqrt.f64"
proc sin32(x f32) -> f32 #foreign "llvm.sin.f32"
proc sin64(x f64) -> f64 #foreign "llvm.sin.f64"
proc cos32(x f32) -> f32 #foreign "llvm.cos.f32"
proc cos64(x f64) -> f64 #foreign "llvm.cos.f64"
proc tan32(x f32) -> f32 #inline { return sin32(x)/cos32(x); }
proc tan64(x f64) -> f64 #inline { return sin64(x)/cos64(x); }
proc lerp32(a, b, t f32) -> f32 { return a*(1-t) + b*t; }
proc lerp64(a, b, t f64) -> f64 { return a*(1-t) + b*t; }
proc sign32(x f32) -> f32 { if x >= 0 { return +1; } return -1; }
proc sign64(x f64) -> f64 { if x >= 0 { return +1; } return -1; }
proc copy_sign32(x, y f32) -> f32 {
ix := x transmute u32;
iy := y transmute u32;
ix &= 0x7fffffff;
ix |= iy & 0x80000000;
return ix transmute f32;
}
proc round32(x f32) -> f32 {
if x >= 0 {
return floor32(x + 0.5);
}
return ceil32(x - 0.5);
}
proc floor32(x f32) -> f32 {
if x >= 0 {
return x as int as f32;
}
return (x-0.5) as int as f32;
}
proc ceil32(x f32) -> f32 {
if x < 0 {
return x as int as f32;
}
return ((x as int)+1) as f32;
}
proc remainder32(x, y f32) -> f32 {
return x - round32(x/y) * y;
}
proc fmod32(x, y f32) -> f32 {
y = abs(y);
result := remainder32(abs(x), y);
if sign32(result) < 0 {
result += y;
}
return copy_sign32(result, x);
}
proc to_radians(degrees f32) -> f32 { return degrees * TAU / 360; }
proc to_degrees(radians f32) -> f32 { return radians * 360 / TAU; }
proc dot2(a, b Vec2) -> f32 { c := a*b; return c.x + c.y; }
proc dot3(a, b Vec3) -> f32 { c := a*b; return c.x + c.y + c.z; }
proc dot4(a, b Vec4) -> f32 { c := a*b; return c.x + c.y + c.z + c.w; }
proc cross3(x, y Vec3) -> Vec3 {
a := swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1);
b := swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0);
return a - b;
}
proc vec2_mag(v Vec2) -> f32 { return sqrt32(dot2(v, v)); }
proc vec3_mag(v Vec3) -> f32 { return sqrt32(dot3(v, v)); }
proc vec4_mag(v Vec4) -> f32 { return sqrt32(dot4(v, v)); }
proc vec2_norm(v Vec2) -> Vec2 { return v / Vec2{vec2_mag(v)}; }
proc vec3_norm(v Vec3) -> Vec3 { return v / Vec3{vec3_mag(v)}; }
proc vec4_norm(v Vec4) -> Vec4 { return v / Vec4{vec4_mag(v)}; }
proc vec2_norm0(v Vec2) -> Vec2 {
m := vec2_mag(v);
if m == 0 {
return Vec2{0};
}
return v / Vec2{m};
}
proc vec3_norm0(v Vec3) -> Vec3 {
m := vec3_mag(v);
if m == 0 {
return Vec3{0};
}
return v / Vec3{m};
}
proc vec4_norm0(v Vec4) -> Vec4 {
m := vec4_mag(v);
if m == 0 {
return Vec4{0};
}
return v / Vec4{m};
}
proc mat4_identity() -> Mat4 {
return Mat4{
{1, 0, 0, 0},
{0, 1, 0, 0},
{0, 0, 1, 0},
{0, 0, 0, 1},
};
}
proc mat4_transpose(m Mat4) -> Mat4 {
for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
m[i][j], m[j][i] = m[j][i], m[i][j];
}
}
return m;
}
proc mat4_mul(a, b Mat4) -> Mat4 {
c: Mat4;
for j := 0; j < 4; j++ {
for i := 0; i < 4; i++ {
c[j][i] = a[0][i]*b[j][0] +
a[1][i]*b[j][1] +
a[2][i]*b[j][2] +
a[3][i]*b[j][3];
}
}
return c;
}
proc mat4_mul_vec4(m Mat4, v Vec4) -> Vec4 {
return Vec4{
m[0][0]*v.x + m[1][0]*v.y + m[2][0]*v.z + m[3][0]*v.w,
m[0][1]*v.x + m[1][1]*v.y + m[2][1]*v.z + m[3][1]*v.w,
m[0][2]*v.x + m[1][2]*v.y + m[2][2]*v.z + m[3][2]*v.w,
m[0][3]*v.x + m[1][3]*v.y + m[2][3]*v.z + m[3][3]*v.w,
};
}
proc mat4_inverse(m Mat4) -> Mat4 {
o: Mat4;
sf00 := m[2][2] * m[3][3] - m[3][2] * m[2][3];
sf01 := m[2][1] * m[3][3] - m[3][1] * m[2][3];
sf02 := m[2][1] * m[3][2] - m[3][1] * m[2][2];
sf03 := m[2][0] * m[3][3] - m[3][0] * m[2][3];
sf04 := m[2][0] * m[3][2] - m[3][0] * m[2][2];
sf05 := m[2][0] * m[3][1] - m[3][0] * m[2][1];
sf06 := m[1][2] * m[3][3] - m[3][2] * m[1][3];
sf07 := m[1][1] * m[3][3] - m[3][1] * m[1][3];
sf08 := m[1][1] * m[3][2] - m[3][1] * m[1][2];
sf09 := m[1][0] * m[3][3] - m[3][0] * m[1][3];
sf10 := m[1][0] * m[3][2] - m[3][0] * m[1][2];
sf11 := m[1][1] * m[3][3] - m[3][1] * m[1][3];
sf12 := m[1][0] * m[3][1] - m[3][0] * m[1][1];
sf13 := m[1][2] * m[2][3] - m[2][2] * m[1][3];
sf14 := m[1][1] * m[2][3] - m[2][1] * m[1][3];
sf15 := m[1][1] * m[2][2] - m[2][1] * m[1][2];
sf16 := m[1][0] * m[2][3] - m[2][0] * m[1][3];
sf17 := m[1][0] * m[2][2] - m[2][0] * m[1][2];
sf18 := m[1][0] * m[2][1] - m[2][0] * m[1][1];
o[0][0] = +(m[1][1] * sf00 - m[1][2] * sf01 + m[1][3] * sf02);
o[0][1] = -(m[1][0] * sf00 - m[1][2] * sf03 + m[1][3] * sf04);
o[0][2] = +(m[1][0] * sf01 - m[1][1] * sf03 + m[1][3] * sf05);
o[0][3] = -(m[1][0] * sf02 - m[1][1] * sf04 + m[1][2] * sf05);
o[1][0] = -(m[0][1] * sf00 - m[0][2] * sf01 + m[0][3] * sf02);
o[1][1] = +(m[0][0] * sf00 - m[0][2] * sf03 + m[0][3] * sf04);
o[1][2] = -(m[0][0] * sf01 - m[0][1] * sf03 + m[0][3] * sf05);
o[1][3] = +(m[0][0] * sf02 - m[0][1] * sf04 + m[0][2] * sf05);
o[2][0] = +(m[0][1] * sf06 - m[0][2] * sf07 + m[0][3] * sf08);
o[2][1] = -(m[0][0] * sf06 - m[0][2] * sf09 + m[0][3] * sf10);
o[2][2] = +(m[0][0] * sf11 - m[0][1] * sf09 + m[0][3] * sf12);
o[2][3] = -(m[0][0] * sf08 - m[0][1] * sf10 + m[0][2] * sf12);
o[3][0] = -(m[0][1] * sf13 - m[0][2] * sf14 + m[0][3] * sf15);
o[3][1] = +(m[0][0] * sf13 - m[0][2] * sf16 + m[0][3] * sf17);
o[3][2] = -(m[0][0] * sf14 - m[0][1] * sf16 + m[0][3] * sf18);
o[3][3] = +(m[0][0] * sf15 - m[0][1] * sf17 + m[0][2] * sf18);
ood := 1.0 / (m[0][0] * o[0][0] +
m[0][1] * o[0][1] +
m[0][2] * o[0][2] +
m[0][3] * o[0][3]);
o[0][0] *= ood;
o[0][1] *= ood;
o[0][2] *= ood;
o[0][3] *= ood;
o[1][0] *= ood;
o[1][1] *= ood;
o[1][2] *= ood;
o[1][3] *= ood;
o[2][0] *= ood;
o[2][1] *= ood;
o[2][2] *= ood;
o[2][3] *= ood;
o[3][0] *= ood;
o[3][1] *= ood;
o[3][2] *= ood;
o[3][3] *= ood;
return o;
}
proc mat4_translate(v Vec3) -> Mat4 {
m := mat4_identity();
m[3][0] = v.x;
m[3][1] = v.y;
m[3][2] = v.z;
m[3][3] = 1;
return m;
}
proc mat4_rotate(v Vec3, angle_radians f32) -> Mat4 {
c := cos32(angle_radians);
s := sin32(angle_radians);
a := vec3_norm(v);
t := a * Vec3{1-c};
rot := mat4_identity();
rot[0][0] = c + t.x*a.x;
rot[0][1] = 0 + t.x*a.y + s*a.z;
rot[0][2] = 0 + t.x*a.z - s*a.y;
rot[0][3] = 0;
rot[1][0] = 0 + t.y*a.x - s*a.z;
rot[1][1] = c + t.y*a.y;
rot[1][2] = 0 + t.y*a.z + s*a.x;
rot[1][3] = 0;
rot[2][0] = 0 + t.z*a.x + s*a.y;
rot[2][1] = 0 + t.z*a.y - s*a.x;
rot[2][2] = c + t.z*a.z;
rot[2][3] = 0;
return rot;
}
proc mat4_scale(m Mat4, v Vec3) -> Mat4 {
m[0][0] *= v.x;
m[1][1] *= v.y;
m[2][2] *= v.z;
return m;
}
proc mat4_scalef(m Mat4, s f32) -> Mat4 {
m[0][0] *= s;
m[1][1] *= s;
m[2][2] *= s;
return m;
}
proc mat4_look_at(eye, centre, up Vec3) -> Mat4 {
f := vec3_norm(centre - eye);
s := vec3_norm(cross3(f, up));
u := cross3(s, f);
m: Mat4;
m[0] = Vec4{+s.x, +s.y, +s.z, 0};
m[1] = Vec4{+u.x, +u.y, +u.z, 0};
m[2] = Vec4{-f.x, -f.y, -f.z, 0};
m[3] = Vec4{dot3(s, eye), dot3(u, eye), dot3(f, eye), 1};
return m;
}
proc mat4_perspective(fovy, aspect, near, far f32) -> Mat4 {
m: Mat4;
tan_half_fovy := tan32(0.5 * fovy);
m[0][0] = 1.0 / (aspect*tan_half_fovy);
m[1][1] = 1.0 / (tan_half_fovy);
m[2][2] = -(far + near) / (far - near);
m[2][3] = -1.0;
m[3][2] = -2.0*far*near / (far - near);
return m;
}
proc mat4_ortho3d(left, right, bottom, top, near, far f32) -> Mat4 {
m := mat4_identity();
m[0][0] = +2.0 / (right - left);
m[1][1] = +2.0 / (top - bottom);
m[2][2] = -2.0 / (far - near);
m[3][0] = -(right + left) / (right - left);
m[3][1] = -(top + bottom) / (top - bottom);
m[3][2] = -(far + near) / (far - near);
return m;
}
const F32_DIG = 6;
const F32_EPSILON = 1.192092896e-07;
const F32_GUARD = 0;
const F32_MANT_DIG = 24;
const F32_MAX = 3.402823466e+38;
const F32_MAX_10_EXP = 38;
const F32_MAX_EXP = 128;
const F32_MIN = 1.175494351e-38;
const F32_MIN_10_EXP = -37;
const F32_MIN_EXP = -125;
const F32_NORMALIZE = 0;
const F32_RADIX = 2;
const F32_ROUNDS = 1;
const F64_DIG = 15; // # of decimal digits of precision
const F64_EPSILON = 2.2204460492503131e-016; // smallest such that 1.0+F64_EPSILON != 1.0
const F64_MANT_DIG = 53; // # of bits in mantissa
const F64_MAX = 1.7976931348623158e+308; // max value
const F64_MAX_10_EXP = 308; // max decimal exponent
const F64_MAX_EXP = 1024; // max binary exponent
const F64_MIN = 2.2250738585072014e-308; // min positive value
const F64_MIN_10_EXP = -307; // min decimal exponent
const F64_MIN_EXP = -1021; // min binary exponent
const F64_RADIX = 2; // exponent radix
const F64_ROUNDS = 1; // addition rounding: near