//------------------------------------------------------------------------------ // math.zig // // minimal vector math helper functions, just the stuff needed for // the sokol-samples // // Ported from HandmadeMath.h //------------------------------------------------------------------------------ const assert = @import("std").debug.assert; const math = @import("std").math; fn radians(deg: f32) f32 { return deg * (math.pi / 180.0); } pub const Vec2 = extern struct { x: f32, y: f32, pub fn zero() Vec2 { return Vec2{ .x = 0.0, .y = 0.0 }; } pub fn new(x: f32, y: f32) Vec2 { return Vec2{ .x = x, .y = y }; } }; pub const Vec3 = extern struct { x: f32, y: f32, z: f32, pub fn zero() Vec3 { return Vec3{ .x = 0.0, .y = 0.0, .z = 0.0 }; } pub fn new(x: f32, y: f32, z: f32) Vec3 { return Vec3{ .x = x, .y = y, .z = z }; } pub fn up() Vec3 { return Vec3{ .x = 0.0, .y = 1.0, .z = 0.0 }; } pub fn len(v: Vec3) f32 { return math.sqrt(Vec3.dot(v, v)); } pub fn add(left: Vec3, right: Vec3) Vec3 { return Vec3{ .x = left.x + right.x, .y = left.y + right.y, .z = left.z + right.z }; } pub fn sub(left: Vec3, right: Vec3) Vec3 { return Vec3{ .x = left.x - right.x, .y = left.y - right.y, .z = left.z - right.z }; } pub fn mul(v: Vec3, s: f32) Vec3 { return Vec3{ .x = v.x * s, .y = v.y * s, .z = v.z * s }; } pub fn norm(v: Vec3) Vec3 { const l = Vec3.len(v); if (l != 0.0) { return Vec3{ .x = v.x / l, .y = v.y / l, .z = v.z / l }; } else { return Vec3.zero(); } } pub fn cross(v0: Vec3, v1: Vec3) Vec3 { return Vec3{ .x = (v0.y * v1.z) - (v0.z * v1.y), .y = (v0.z * v1.x) - (v0.x * v1.z), .z = (v0.x * v1.y) - (v0.y * v1.x) }; } pub fn dot(v0: Vec3, v1: Vec3) f32 { return v0.x * v1.x + v0.y * v1.y + v0.z * v1.z; } }; pub const Mat4 = extern struct { m: [4][4]f32, pub fn identity() Mat4 { return Mat4{ .m = [_][4]f32{ .{ 1.0, 0.0, 0.0, 0.0 }, .{ 0.0, 1.0, 0.0, 0.0 }, .{ 0.0, 0.0, 1.0, 0.0 }, .{ 0.0, 0.0, 0.0, 1.0 } }, }; } pub fn zero() Mat4 { return Mat4{ .m = [_][4]f32{ .{ 0.0, 0.0, 0.0, 0.0 }, .{ 0.0, 0.0, 0.0, 0.0 }, .{ 0.0, 0.0, 0.0, 0.0 }, .{ 0.0, 0.0, 0.0, 0.0 } }, }; } pub fn mul(left: Mat4, right: Mat4) Mat4 { var res = Mat4.zero(); for (0..4) |col| { for (0..4) |row| { res.m[col][row] = left.m[0][row] * right.m[col][0] + left.m[1][row] * right.m[col][1] + left.m[2][row] * right.m[col][2] + left.m[3][row] * right.m[col][3]; } } return res; } pub fn persp(fov: f32, aspect: f32, near: f32, far: f32) Mat4 { var res = Mat4.identity(); const t = math.tan(fov * (math.pi / 360.0)); res.m[0][0] = 1.0 / t; res.m[1][1] = aspect / t; res.m[2][3] = -1.0; res.m[2][2] = (near + far) / (near - far); res.m[3][2] = (2.0 * near * far) / (near - far); res.m[3][3] = 0.0; return res; } pub fn lookat(eye: Vec3, center: Vec3, up: Vec3) Mat4 { var res = Mat4.zero(); const f = Vec3.norm(Vec3.sub(center, eye)); const s = Vec3.norm(Vec3.cross(f, up)); const u = Vec3.cross(s, f); res.m[0][0] = s.x; res.m[0][1] = u.x; res.m[0][2] = -f.x; res.m[1][0] = s.y; res.m[1][1] = u.y; res.m[1][2] = -f.y; res.m[2][0] = s.z; res.m[2][1] = u.z; res.m[2][2] = -f.z; res.m[3][0] = -Vec3.dot(s, eye); res.m[3][1] = -Vec3.dot(u, eye); res.m[3][2] = Vec3.dot(f, eye); res.m[3][3] = 1.0; return res; } pub fn rotate(angle: f32, axis_unorm: Vec3) Mat4 { var res = Mat4.identity(); const axis = Vec3.norm(axis_unorm); const sin_theta = math.sin(radians(angle)); const cos_theta = math.cos(radians(angle)); const cos_value = 1.0 - cos_theta; res.m[0][0] = (axis.x * axis.x * cos_value) + cos_theta; res.m[0][1] = (axis.x * axis.y * cos_value) + (axis.z * sin_theta); res.m[0][2] = (axis.x * axis.z * cos_value) - (axis.y * sin_theta); res.m[1][0] = (axis.y * axis.x * cos_value) - (axis.z * sin_theta); res.m[1][1] = (axis.y * axis.y * cos_value) + cos_theta; res.m[1][2] = (axis.y * axis.z * cos_value) + (axis.x * sin_theta); res.m[2][0] = (axis.z * axis.x * cos_value) + (axis.y * sin_theta); res.m[2][1] = (axis.z * axis.y * cos_value) - (axis.x * sin_theta); res.m[2][2] = (axis.z * axis.z * cos_value) + cos_theta; return res; } pub fn translate(translation: Vec3) Mat4 { var res = Mat4.identity(); res.m[3][0] = translation.x; res.m[3][1] = translation.y; res.m[3][2] = translation.z; return res; } }; test "Vec3.zero" { const v = Vec3.zero(); assert(v.x == 0.0 and v.y == 0.0 and v.z == 0.0); } test "Vec3.new" { const v = Vec3.new(1.0, 2.0, 3.0); assert(v.x == 1.0 and v.y == 2.0 and v.z == 3.0); } test "Mat4.ident" { const m = Mat4.identity(); for (m.m, 0..) |row, y| { for (row, 0..) |val, x| { if (x == y) { assert(val == 1.0); } else { assert(val == 0.0); } } } } test "Mat4.mul" { const l = Mat4.identity(); const r = Mat4.identity(); const m = Mat4.mul(l, r); for (m.m, 0..) |row, y| { for (row, 0..) |val, x| { if (x == y) { assert(val == 1.0); } else { assert(val == 0.0); } } } } fn eq(val: f32, cmp: f32) bool { const delta: f32 = 0.00001; return (val > (cmp - delta)) and (val < (cmp + delta)); } test "Mat4.persp" { const m = Mat4.persp(60.0, 1.33333337, 0.01, 10.0); assert(eq(m.m[0][0], 1.73205)); assert(eq(m.m[0][1], 0.0)); assert(eq(m.m[0][2], 0.0)); assert(eq(m.m[0][3], 0.0)); assert(eq(m.m[1][0], 0.0)); assert(eq(m.m[1][1], 2.30940)); assert(eq(m.m[1][2], 0.0)); assert(eq(m.m[1][3], 0.0)); assert(eq(m.m[2][0], 0.0)); assert(eq(m.m[2][1], 0.0)); assert(eq(m.m[2][2], -1.00200)); assert(eq(m.m[2][3], -1.0)); assert(eq(m.m[3][0], 0.0)); assert(eq(m.m[3][1], 0.0)); assert(eq(m.m[3][2], -0.02002)); assert(eq(m.m[3][3], 0.0)); } test "Mat4.lookat" { const m = Mat4.lookat(.{ .x = 0.0, .y = 1.5, .z = 6.0 }, Vec3.zero(), Vec3.up()); assert(eq(m.m[0][0], 1.0)); assert(eq(m.m[0][1], 0.0)); assert(eq(m.m[0][2], 0.0)); assert(eq(m.m[0][3], 0.0)); assert(eq(m.m[1][0], 0.0)); assert(eq(m.m[1][1], 0.97014)); assert(eq(m.m[1][2], 0.24253)); assert(eq(m.m[1][3], 0.0)); assert(eq(m.m[2][0], 0.0)); assert(eq(m.m[2][1], -0.24253)); assert(eq(m.m[2][2], 0.97014)); assert(eq(m.m[2][3], 0.0)); assert(eq(m.m[3][0], 0.0)); assert(eq(m.m[3][1], 0.0)); assert(eq(m.m[3][2], -6.18465)); assert(eq(m.m[3][3], 1.0)); } test "Mat4.rotate" { const m = Mat4.rotate(2.0, .{ .x = 0.0, .y = 1.0, .z = 0.0 }); assert(eq(m.m[0][0], 0.99939)); assert(eq(m.m[0][1], 0.0)); assert(eq(m.m[0][2], -0.03489)); assert(eq(m.m[0][3], 0.0)); assert(eq(m.m[1][0], 0.0)); assert(eq(m.m[1][1], 1.0)); assert(eq(m.m[1][2], 0.0)); assert(eq(m.m[1][3], 0.0)); assert(eq(m.m[2][0], 0.03489)); assert(eq(m.m[2][1], 0.0)); assert(eq(m.m[2][2], 0.99939)); assert(eq(m.m[2][3], 0.0)); assert(eq(m.m[3][0], 0.0)); assert(eq(m.m[3][1], 0.0)); assert(eq(m.m[3][2], 0.0)); assert(eq(m.m[3][3], 1.0)); }