From a307f89589e438e5e3f7945409701d80c91d30db Mon Sep 17 00:00:00 2001 From: Ryan Oldenburg <guzba8@gmail.com> Date: Mon, 30 Nov 2020 00:22:10 -0600 Subject: [PATCH] quat --- src/vmath.nim | 204 ++++++++++++++++++++++++++------------------------ 1 file changed, 107 insertions(+), 97 deletions(-) diff --git a/src/vmath.nim b/src/vmath.nim index 7609136..597c052 100644 --- a/src/vmath.nim +++ b/src/vmath.nim @@ -796,66 +796,66 @@ proc `*`*(a, b: Mat4): Mat4 = result[15] = b30*a03 + b31*a13 + b32*a23 + b33*a33 proc `*`*(a: Mat4, b: Vec3): Vec3 = - result.x = a[0]*b.x + a[4]*b.y + a[8]*b.z + a[12] - result.y = a[1]*b.x + a[5]*b.y + a[9]*b.z + a[13] - result.z = a[2]*b.x + a[6]*b.y + a[10]*b.z + a[14] + result.x = a[0] * b.x + a[4] * b.y + a[8] * b.z + a[12] + result.y = a[1] * b.x + a[5] * b.y + a[9] * b.z + a[13] + result.z = a[2] * b.x + a[6] * b.y + a[10] * b.z + a[14] proc `*`*(a: Mat4, b: Vec4): Vec4 = - result.x = a[0]*b.x + a[4]*b.y + a[8]*b.z + a[12]*b.w - result.y = a[1]*b.x + a[5]*b.y + a[9]*b.z + a[13]*b.w - result.z = a[2]*b.x + a[6]*b.y + a[10]*b.z + a[14]*b.w - result.w = a[3]*b.x + a[7]*b.y + a[11]*b.z + a[15]*b.w + result.x = a[0] * b.x + a[4] * b.y + a[8] * b.z + a[12] * b.w + result.y = a[1] * b.x + a[5] * b.y + a[9] * b.z + a[13] * b.w + result.z = a[2] * b.x + a[6] * b.y + a[10] * b.z + a[14] * b.w + result.w = a[3] * b.x + a[7] * b.y + a[11] * b.z + a[15] * b.w -proc right*(a: Mat4): Vec3 = +proc right*(a: Mat4): Vec3 {.inline.} = result.x = a[0] result.y = a[1] result.z = a[2] -proc `right=`*(a: var Mat4, b: Vec3) = +proc `right=`*(a: var Mat4, b: Vec3) {.inline.} = a[0] = b.x a[1] = b.y a[2] = b.z -proc up*(a: Mat4): Vec3 = +proc up*(a: Mat4): Vec3 {.inline.} = result.x = a[4] result.y = a[5] result.z = a[6] -proc `up=`*(a: var Mat4, b: Vec3) = +proc `up=`*(a: var Mat4, b: Vec3) {.inline.} = a[4] = b.x a[5] = b.y a[6] = b.z -proc forward*(a: Mat4): Vec3 = +proc forward*(a: Mat4): Vec3 {.inline.} = result.x = a[8] result.y = a[9] result.z = a[10] -proc `forward=`*(a: var Mat4, b: Vec3) = +proc `forward=`*(a: var Mat4, b: Vec3) {.inline.} = a[8] = b.x a[9] = b.y a[10] = b.z -proc pos*(a: Mat4): Vec3 = +proc pos*(a: Mat4): Vec3 {.inline.} = result.x = a[12] result.y = a[13] result.z = a[14] -proc `pos=`*(a: var Mat4, b: Vec3) = +proc `pos=`*(a: var Mat4, b: Vec3) {.inline.} = a[12] = b.x a[13] = b.y a[14] = b.z -proc rotationOnly*(a: Mat4): Mat4 = +proc rotationOnly*(a: Mat4): Mat4 {.inline.} = result = a result.pos = vec3(0, 0, 0) proc dist*(a, b: Mat4): float32 = - var + let x = a[12] - b[12] y = a[13] - b[13] z = a[14] - b[14] - sqrt(x*x + y*y + z*z) + sqrt(x * x + y * y + z * z) #[ proc translate*(a: Mat4, v: Vec3): Mat4 = @@ -932,16 +932,16 @@ proc hrp*(m: Mat4): Vec3 = result.z = roll proc frustum*(left, right, bottom, top, near, far: float32): Mat4 = - var + let rl = (right - left) tb = (top - bottom) fn = (far - near) - result[0] = (near*2) / rl + result[0] = (near * 2) / rl result[1] = 0 result[2] = 0 result[3] = 0 result[4] = 0 - result[5] = (near*2) / tb + result[5] = (near * 2) / tb result[6] = 0 result[7] = 0 result[8] = (right + left) / rl @@ -950,17 +950,17 @@ proc frustum*(left, right, bottom, top, near, far: float32): Mat4 = result[11] = -1 result[12] = 0 result[13] = 0 - result[14] = -(far*near*2) / fn + result[14] = -(far * near * 2) / fn result[15] = 0 proc perspective*(fovy, aspect, near, far: float32): Mat4 = - var - top = near * tan(fovy*PI / 360.0) + let + top = near * tan(fovy * PI / 360.0) right = top * aspect frustum(-right, right, -top, top, near, far) proc ortho*(left, right, bottom, top, near, far: float32): Mat4 = - var + let rl = (right - left) tb = (top - bottom) fn = (far - near) @@ -982,7 +982,7 @@ proc ortho*(left, right, bottom, top, near, far: float32): Mat4 = result[15] = 1 proc lookAt*(eye, center, up: Vec3): Mat4 = - var + let eyex = eye[0] eyey = eye[1] eyez = eye[2] @@ -1003,34 +1003,34 @@ proc lookAt*(eye, center, up: Vec3): Mat4 = z2 = eyez - center[2] # normalize (no check needed for 0 because of early return) - var len = 1/sqrt(z0*z0 + z1*z1 + z2*z2) + var len = 1 / sqrt(z0 * z0 + z1 * z1 + z2 * z2) z0 *= len z1 *= len z2 *= len var # vec3.normalize(vec3.cross(up, z, x)) - x0 = upy*z2 - upz*z1 - x1 = upz*z0 - upx*z2 - x2 = upx*z1 - upy*z0 - len = sqrt(x0*x0 + x1*x1 + x2*x2) + x0 = upy * z2 - upz * z1 + x1 = upz * z0 - upx * z2 + x2 = upx * z1 - upy * z0 + len = sqrt(x0 * x0 + x1 * x1 + x2 * x2) if len == 0: x0 = 0 x1 = 0 x2 = 0 else: - len = 1/len + len = 1 / len x0 *= len x1 *= len x2 *= len var # vec3.normalize(vec3.cross(z, x, y)) - y0 = z1*x2 - z2*x1 - y1 = z2*x0 - z0*x2 - y2 = z0*x1 - z1*x0 + y0 = z1 * x2 - z2 * x1 + y1 = z2 * x0 - z0 * x2 + y2 = z0 * x1 - z1 * x0 - len = sqrt(y0*y0 + y1*y1 + y2*y2) + len = sqrt(y0 * y0 + y1 * y1 + y2 * y2) if len == 0: y0 = 0 y1 = 0 @@ -1053,9 +1053,9 @@ proc lookAt*(eye, center, up: Vec3): Mat4 = result[9] = y2 result[10] = z2 result[11] = 0 - result[12] = -(x0*eyex + x1*eyey + x2*eyez) - result[13] = -(y0*eyex + y1*eyey + y2*eyez) - result[14] = -(z0*eyex + z1*eyey + z2*eyez) + result[12] = -(x0 * eyex + x1 * eyey + x2 * eyez) + result[13] = -(y0 * eyex + y1 * eyey + y2 * eyez) + result[14] = -(z0 * eyex + z1 * eyey + z2 * eyez) result[15] = 1 proc mat3*(m: Mat4): Mat3 = @@ -1128,19 +1128,19 @@ type Quat* = object z*: float32 w*: float32 -proc quat*(x, y, z, w: float32): Quat = +proc quat*(x, y, z, w: float32): Quat {.inline.} = result.x = x result.y = y result.z = z result.w = w -proc conjugate*(q: Quat): Quat = +proc conjugate*(q: Quat): Quat {.inline.} = result.w = +q.w result.x = -q.x result.y = -q.y result.z = -q.z -proc length*(q: Quat): float32 = +proc length*(q: Quat): float32 {.inline.} = sqrt( q.w * q.w + q.x * q.x + @@ -1155,23 +1155,23 @@ proc normalize*(q: Quat): Quat = result.z = q.z / m result.w = q.w / m -proc xyz*(q: Quat): Vec3 = +proc xyz*(q: Quat): Vec3 {.inline.} = result.x = q.x result.y = q.y result.z = q.z -proc `xyz=`*(q: var Quat, v: Vec3) = +proc `xyz=`*(q: var Quat, v: Vec3) {.inline.} = q.x = v.x q.y = v.y q.z = v.z -proc `-`*(a: var Quat): Quat = +proc `-`*(a: var Quat): Quat {.inline.} = result.x = -a.x result.y = -a.y result.z = -a.z result.w = -a.w -proc `+`*(a: Quat, b: Quat): Quat = +proc `+`*(a: Quat, b: Quat): Quat {.inline.} = result.x = a.x + b.x result.y = a.y + b.y result.z = a.z + b.z @@ -1195,7 +1195,7 @@ proc `*`*(a, b: Quat): Quat = result.z = a.z * b.w + a.w * b.z + a.x * b.y - a.y * b.x result.w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z -proc `*`*(q: Quat, v: float32): Quat = +proc `*`*(q: Quat, v: float32): Quat {.inline.} = ## Multiply the quaternion by a float32. result.x = q.x * v result.y = q.y * v @@ -1204,7 +1204,7 @@ proc `*`*(q: Quat, v: float32): Quat = proc `*`*(q: Quat, v: Vec3): Vec3 = ## Multiply the quaternion by a vector. - var + let x = v.x y = v.y z = v.z @@ -1223,29 +1223,35 @@ proc `*`*(q: Quat, v: Vec3): Vec3 = result.y = iy * qw + iw * -qy + iz * -qx - ix * -qz result.z = iz * qw + iw * -qz + ix * -qy - iy * -qx +proc `[]`*(a: var Quat, i: int, b: float32) = + case i + of 0: a.x + of 1: a.y + of 2: a.z + of 3: a.w + else: raise newException(IndexDefect, "Index not in 0 .. 3") + proc `[]=`*(a: var Quat, i: int, b: float32) = - assert(i == 0 or i == 1 or i == 2 or i == 3) - if i == 0: - a.x = b - elif i == 1: - a.y = b - elif i == 2: - a.z = b - elif i == 3: - a.w = b + case i + of 0: a.x = b + of 1: a.y = b + of 2: a.z = b + of 3: a.w = b + else: raise newException(IndexDefect, "Index not in 0 .. 3") proc mat3*(q: Quat): Mat3 = - var xx = q.x * q.x - var xy = q.x * q.y - var xz = q.x * q.z - var xw = q.x * q.w + let + xx = q.x * q.x + xy = q.x * q.y + xz = q.x * q.z + xw = q.x * q.w - var yy = q.y * q.y - var yz = q.y * q.z - var yw = q.y * q.w + yy = q.y * q.y + yz = q.y * q.z + yw = q.y * q.w - var zz = q.z * q.z - var zw = q.z * q.w + zz = q.z * q.z + zw = q.z * q.w result[0] = 1 - 2 * (yy + zz) result[1] = 0 + 2 * (xy - zw) @@ -1258,17 +1264,18 @@ proc mat3*(q: Quat): Mat3 = result[8] = 1 - 2 * (xx + yy) proc mat4*(q: Quat): Mat4 = - var xx = q.x * q.x - var xy = q.x * q.y - var xz = q.x * q.z - var xw = q.x * q.w + let + xx = q.x * q.x + xy = q.x * q.y + xz = q.x * q.z + xw = q.x * q.w - var yy = q.y * q.y - var yz = q.y * q.z - var yw = q.y * q.w + yy = q.y * q.y + yz = q.y * q.z + yw = q.y * q.w - var zz = q.z * q.z - var zw = q.z * q.w + zz = q.z * q.z + zw = q.z * q.w result[00] = 1 - 2 * (yy + zz) result[01] = 0 + 2 * (xy - zw) @@ -1288,11 +1295,11 @@ proc mat4*(q: Quat): Mat4 = result[14] = 0 result[15] = 1.0 -proc recifuncalSqrt*(x: float32): float32 = - 1.0/sqrt(x) +proc recifuncalSqrt*(x: float32): float32 {.inline.} = + 1.0 / sqrt(x) proc quat*(m: Mat4): Quat = - var + let m00 = m[0] m01 = m[4] m02 = m[8] @@ -1305,8 +1312,9 @@ proc quat*(m: Mat4): Quat = m21 = m[6] m22 = m[10] - var q: Quat - var t: float32 + var + q: Quat + t: float32 if m22 < 0: if m00 > m11: @@ -1328,8 +1336,9 @@ proc quat*(m: Mat4): Quat = q proc fromAxisAngle*(axis: Vec3, angle: float32): Quat = - var a = axis.normalize() - var s = sin(angle / 2) + let + a = axis.normalize() + s = sin(angle / 2) result.x = a.x * s result.y = a.y * s result.z = a.z * s @@ -1348,18 +1357,19 @@ proc toAxisAngle*(q: Quat, axis: var Vec3, angle: var float32) = axis.z = q.z / sinAngle proc quat*(heading, pitch, roll: float32): Quat = - var t0 = cos(heading * 0.5) - var t1 = sin(heading * 0.5) - var t2 = cos(roll * 0.5) - var t3 = sin(roll * 0.5) - var t4 = cos(pitch * 0.5) - var t5 = sin(pitch * 0.5) + let + t0 = cos(heading * 0.5) + t1 = sin(heading * 0.5) + t2 = cos(roll * 0.5) + t3 = sin(roll * 0.5) + t4 = cos(pitch * 0.5) + t5 = sin(pitch * 0.5) result.w = t0 * t2 * t4 + t1 * t3 * t5 result.x = t0 * t3 * t4 - t1 * t2 * t5 result.y = t0 * t2 * t5 + t1 * t3 * t4 result.z = t1 * t2 * t4 - t0 * t3 * t5 -proc quat*(hpr: Vec3): Quat = +proc quat*(hpr: Vec3): Quat {.inline.} = quat(hpr.x, hpr.y, hpr.z) proc hrp*(q: Quat): Vec3 = @@ -1380,8 +1390,8 @@ proc hrp*(q: Quat): Vec3 = var t4 = +1.0 - 2.0 * (ysqr + q.z * q.z) result.x = arctan2(t3, t4) -proc dot*(a: Quat, b: Quat): float32 = - a.x*b.x + a.y*b.y + a.z*b.z + a.w*b.w +proc dot*(a: Quat, b: Quat): float32 {.inline.} = + a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w proc nlerp*(a: Quat, b: Quat, v: float32): Quat = if dot(a, b) < 0: @@ -1393,25 +1403,25 @@ proc nlerp*(a: Quat, b: Quat, v: float32): Quat = proc `$`*(a: Quat): string = &"q({a.x:.8f}, {a.y:.8f}, {a.z:.8f}, {a.w:.8f})" -proc rotate*(angle: float32, axis: Vec3): Mat4 = +proc rotate*(angle: float32, axis: Vec3): Mat4 {.inline.} = fromAxisAngle(axis, angle).mat4() -proc rotateX*(angle: float32): Mat4 = +proc rotateX*(angle: float32): Mat4 {.inline.} = rotate(angle, vec3(1, 0, 0)) -proc rotateY*(angle: float32): Mat4 = +proc rotateY*(angle: float32): Mat4 {.inline.} = rotate(angle, vec3(0, 1, 0)) -proc rotateZ*(angle: float32): Mat4 = +proc rotateZ*(angle: float32): Mat4 {.inline.} = rotate(angle, vec3(0, 0, 1)) -proc scaleMat*(scale: Vec3): Mat4 = +proc scaleMat*(scale: Vec3): Mat4 {.inline.} = result[0] = scale.x result[5] = scale.y result[10] = scale.z result[15] = 1.0 -proc scaleMat*(scale: float32): Mat4 = +proc scaleMat*(scale: float32): Mat4 {.inline.} = scaleMat(vec3(scale, scale, scale)) type Rect* = object