no return to be consistent with rest of code in vmath
This commit is contained in:
parent
1328014e5f
commit
0ce3ff8762
1 changed files with 20 additions and 20 deletions
|
@ -119,7 +119,7 @@ func inRect*(v: Vec2, a: Vec2, b: Vec2): bool =
|
||||||
let
|
let
|
||||||
min = vec2(min(a.x, b.x), min(a.y, b.y))
|
min = vec2(min(a.x, b.x), min(a.y, b.y))
|
||||||
max = vec2(max(a.x, b.x), max(a.y, b.y))
|
max = vec2(max(a.x, b.x), max(a.y, b.y))
|
||||||
return v.x > min.x and v.x < max.x and v.y > min.y and v.y < max.y
|
v.x > min.x and v.x < max.x and v.y > min.y and v.y < max.y
|
||||||
|
|
||||||
func `[]`*(a: Vec2, i: int): float32 =
|
func `[]`*(a: Vec2, i: int): float32 =
|
||||||
assert(i == 0 or i == 1)
|
assert(i == 0 or i == 1)
|
||||||
|
@ -150,7 +150,7 @@ func fixAngle*(angle: float32): float32 =
|
||||||
angle -= PI*2
|
angle -= PI*2
|
||||||
while angle < -PI:
|
while angle < -PI:
|
||||||
angle += PI*2
|
angle += PI*2
|
||||||
return angle
|
angle
|
||||||
|
|
||||||
func angle*(a: Vec2): float32 =
|
func angle*(a: Vec2): float32 =
|
||||||
## Angle of a Vec2.
|
## Angle of a Vec2.
|
||||||
|
@ -174,7 +174,7 @@ func turnAngle*(a, b, speed: float32): float32 =
|
||||||
turn = speed
|
turn = speed
|
||||||
elif turn < -speed:
|
elif turn < -speed:
|
||||||
turn = -speed
|
turn = -speed
|
||||||
return a + turn
|
a + turn
|
||||||
|
|
||||||
type Vec3* = object
|
type Vec3* = object
|
||||||
## 3D vector
|
## 3D vector
|
||||||
|
@ -269,7 +269,7 @@ func `length=`*(a: var Vec3, b: float32) =
|
||||||
a *= b / a.length
|
a *= b / a.length
|
||||||
|
|
||||||
func normalize*(a: Vec3): Vec3 =
|
func normalize*(a: Vec3): Vec3 =
|
||||||
return a / math.sqrt(a.x*a.x + a.y*a.y + a.z*a.z)
|
a / math.sqrt(a.x*a.x + a.y*a.y + a.z*a.z)
|
||||||
|
|
||||||
func cross*(a: Vec3, b: Vec3): Vec3 =
|
func cross*(a: Vec3, b: Vec3): Vec3 =
|
||||||
result.x = a.y*b.z - a.z*b.y
|
result.x = a.y*b.z - a.z*b.y
|
||||||
|
@ -302,7 +302,7 @@ func quantize*(v: Vec3, n: float32): Vec3 =
|
||||||
func angleBetween*(a, b: Vec3): float32 =
|
func angleBetween*(a, b: Vec3): float32 =
|
||||||
var dot = dot(a, b)
|
var dot = dot(a, b)
|
||||||
dot = dot / (a.length * b.length)
|
dot = dot / (a.length * b.length)
|
||||||
return arccos(dot)
|
arccos(dot)
|
||||||
|
|
||||||
func `[]`*(a: Vec3, i: int): float32 =
|
func `[]`*(a: Vec3, i: int): float32 =
|
||||||
assert(i == 0 or i == 1 or i == 2)
|
assert(i == 0 or i == 1 or i == 2)
|
||||||
|
@ -342,7 +342,7 @@ func zy*(a: Vec3): Vec2 =
|
||||||
|
|
||||||
func almostEquals*(a, b: Vec3, precision = 1e-6): bool =
|
func almostEquals*(a, b: Vec3, precision = 1e-6): bool =
|
||||||
let c = a - b
|
let c = a - b
|
||||||
return abs(c.x) < precision and abs(c.y) < precision and abs(c.z) < precision
|
abs(c.x) < precision and abs(c.y) < precision and abs(c.z) < precision
|
||||||
|
|
||||||
proc randVec3*(): Vec3 =
|
proc randVec3*(): Vec3 =
|
||||||
## Generates a random unit vector based on
|
## Generates a random unit vector based on
|
||||||
|
@ -634,7 +634,7 @@ func identity*(): Mat4 =
|
||||||
result[15] = 1
|
result[15] = 1
|
||||||
|
|
||||||
func mat4*(): Mat4 =
|
func mat4*(): Mat4 =
|
||||||
return identity()
|
identity()
|
||||||
|
|
||||||
func transpose*(a: Mat4): Mat4 =
|
func transpose*(a: Mat4): Mat4 =
|
||||||
result[0] = a[0]
|
result[0] = a[0]
|
||||||
|
@ -676,7 +676,7 @@ func determinant*(a: Mat4): float32 =
|
||||||
a32 = a[14]
|
a32 = a[14]
|
||||||
a33 = a[15]
|
a33 = a[15]
|
||||||
|
|
||||||
return (
|
(
|
||||||
a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
|
a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
|
||||||
a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
|
a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
|
||||||
a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
|
a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
|
||||||
|
@ -846,7 +846,7 @@ func dist*(a, b: Mat4): float32 =
|
||||||
x = a[12] - b[12]
|
x = a[12] - b[12]
|
||||||
y = a[13] - b[13]
|
y = a[13] - b[13]
|
||||||
z = a[14] - b[14]
|
z = a[14] - b[14]
|
||||||
return sqrt(x*x + y*y + z*z)
|
sqrt(x*x + y*y + z*z)
|
||||||
|
|
||||||
#[
|
#[
|
||||||
func translate*(a: Mat4, v: Vec3): Mat4 =
|
func translate*(a: Mat4, v: Vec3): Mat4 =
|
||||||
|
@ -902,7 +902,7 @@ func close*(a: Mat4, b: Mat4): bool =
|
||||||
for i in 0..15:
|
for i in 0..15:
|
||||||
if abs(a[i] - b[i]) > 0.001:
|
if abs(a[i] - b[i]) > 0.001:
|
||||||
return false
|
return false
|
||||||
return true
|
true
|
||||||
|
|
||||||
func hrp*(m: Mat4): Vec3 =
|
func hrp*(m: Mat4): Vec3 =
|
||||||
var heading, pitch, roll: float32
|
var heading, pitch, roll: float32
|
||||||
|
@ -948,7 +948,7 @@ func perspective*(fovy, aspect, near, far: float32): Mat4 =
|
||||||
var
|
var
|
||||||
top = near * tan(fovy*PI / 360.0)
|
top = near * tan(fovy*PI / 360.0)
|
||||||
right = top * aspect
|
right = top * aspect
|
||||||
return frustum(-right, right, -top, top, near, far)
|
frustum(-right, right, -top, top, near, far)
|
||||||
|
|
||||||
func ortho*(left, right, bottom, top, near, far: float32): Mat4 =
|
func ortho*(left, right, bottom, top, near, far: float32): Mat4 =
|
||||||
var
|
var
|
||||||
|
@ -1050,7 +1050,7 @@ func lookAt*(eye, center, up: Vec3): Mat4 =
|
||||||
result[15] = 1
|
result[15] = 1
|
||||||
|
|
||||||
func toFloat32*(m: Mat4): array[16, float32] =
|
func toFloat32*(m: Mat4): array[16, float32] =
|
||||||
return [
|
[
|
||||||
float32 m[00], float32 m[01], float32 m[02], float32 m[03],
|
float32 m[00], float32 m[01], float32 m[02], float32 m[03],
|
||||||
float32 m[04], float32 m[05], float32 m[06], float32 m[07],
|
float32 m[04], float32 m[05], float32 m[06], float32 m[07],
|
||||||
float32 m[08], float32 m[09], float32 m[10], float32 m[11],
|
float32 m[08], float32 m[09], float32 m[10], float32 m[11],
|
||||||
|
@ -1082,7 +1082,7 @@ func conjugate*(q: Quat): Quat =
|
||||||
result.z = -q.z
|
result.z = -q.z
|
||||||
|
|
||||||
func length*(q: Quat): float32 =
|
func length*(q: Quat): float32 =
|
||||||
return sqrt(
|
sqrt(
|
||||||
q.w * q.w +
|
q.w * q.w +
|
||||||
q.x * q.x +
|
q.x * q.x +
|
||||||
q.y * q.y +
|
q.y * q.y +
|
||||||
|
@ -1229,7 +1229,7 @@ func mat4*(q: Quat): Mat4 =
|
||||||
result[15] = 1.0
|
result[15] = 1.0
|
||||||
|
|
||||||
func recifuncalSqrt*(x: float32): float32 =
|
func recifuncalSqrt*(x: float32): float32 =
|
||||||
return 1.0/sqrt(x)
|
1.0/sqrt(x)
|
||||||
|
|
||||||
proc quat*(m: Mat4): Quat =
|
proc quat*(m: Mat4): Quat =
|
||||||
var
|
var
|
||||||
|
@ -1266,7 +1266,7 @@ proc quat*(m: Mat4): Quat =
|
||||||
|
|
||||||
echo abs(q.length - 1.0)
|
echo abs(q.length - 1.0)
|
||||||
assert abs(q.length - 1.0) < 0.001
|
assert abs(q.length - 1.0) < 0.001
|
||||||
return q
|
q
|
||||||
|
|
||||||
func fromAxisAngle*(axis: Vec3, angle: float32): Quat =
|
func fromAxisAngle*(axis: Vec3, angle: float32): Quat =
|
||||||
var a = axis.normalize()
|
var a = axis.normalize()
|
||||||
|
@ -1335,13 +1335,13 @@ func rotate*(angle: float32, axis: Vec3): Mat4 =
|
||||||
fromAxisAngle(axis, angle).mat4()
|
fromAxisAngle(axis, angle).mat4()
|
||||||
|
|
||||||
func rotateX*(angle: float32): Mat4 =
|
func rotateX*(angle: float32): Mat4 =
|
||||||
return rotate(angle, vec3(1, 0, 0))
|
rotate(angle, vec3(1, 0, 0))
|
||||||
|
|
||||||
func rotateY*(angle: float32): Mat4 =
|
func rotateY*(angle: float32): Mat4 =
|
||||||
return rotate(angle, vec3(0, 1, 0))
|
rotate(angle, vec3(0, 1, 0))
|
||||||
|
|
||||||
func rotateZ*(angle: float32): Mat4 =
|
func rotateZ*(angle: float32): Mat4 =
|
||||||
return rotate(angle, vec3(0, 0, 1))
|
rotate(angle, vec3(0, 0, 1))
|
||||||
|
|
||||||
func scaleMat*(scale: Vec3): Mat4 =
|
func scaleMat*(scale: Vec3): Mat4 =
|
||||||
result[0] = scale.x
|
result[0] = scale.x
|
||||||
|
@ -1350,7 +1350,7 @@ func scaleMat*(scale: Vec3): Mat4 =
|
||||||
result[15] = 1.0
|
result[15] = 1.0
|
||||||
|
|
||||||
func scaleMat*(scale: float32): Mat4 =
|
func scaleMat*(scale: float32): Mat4 =
|
||||||
return scaleMat(vec3(scale, scale, scale))
|
scaleMat(vec3(scale, scale, scale))
|
||||||
|
|
||||||
type Rect* = object
|
type Rect* = object
|
||||||
x*: float32
|
x*: float32
|
||||||
|
@ -1416,4 +1416,4 @@ func overlap*(a, b: Rect): bool =
|
||||||
let
|
let
|
||||||
xOverlap = between(a.x, b.x, b.x + b.w) or between(b.x, a.x, a.x + a.w)
|
xOverlap = between(a.x, b.x, b.x + b.w) or between(b.x, a.x, a.x + a.w)
|
||||||
yOverlap = between(a.y, b.y, b.y + b.h) or between(b.y, a.y, a.y + a.h)
|
yOverlap = between(a.y, b.y, b.y + b.h) or between(b.y, a.y, a.y + a.h)
|
||||||
return xOverlap and yOverlap
|
xOverlap and yOverlap
|
||||||
|
|
Loading…
Reference in a new issue