From b50b5704475c79f3fd389a344595a704d832c2a4 Mon Sep 17 00:00:00 2001 From: Ryan Oldenburg <guzba8@gmail.com> Date: Mon, 30 Nov 2020 01:34:39 -0600 Subject: [PATCH] shorter --- src/vmath.nim | 42 +++++++++++++++++++++--------------------- 1 file changed, 21 insertions(+), 21 deletions(-) diff --git a/src/vmath.nim b/src/vmath.nim index 722f060..a4c1e9c 100644 --- a/src/vmath.nim +++ b/src/vmath.nim @@ -10,11 +10,11 @@ proc sign*(v: float32): float32 {.inline.} = ## Returns the sign of a number, -1 or 1. if v >= 0: 1.0 else: -1.0 -proc quantize*(v: float32, n: float32): float32 {.inline.} = +proc quantize*(v, n: float32): float32 {.inline.} = ## Makes v be multipe of n. Rounding to integer quantize by 1.0. sign(v) * floor(abs(v) / n) * n -proc lerp*(a: float32, b: float32, v: float32): float32 {.inline.} = +proc lerp*(a, b, v: float32): float32 {.inline.} = ## Interpolates value between a and b. ## * 0 -> a ## * 1 -> b @@ -63,11 +63,11 @@ proc vec2*(a: Vec2): Vec2 {.inline.} = result.x = a.x result.y = a.y -proc `+`*(a: Vec2, b: Vec2): Vec2 {.inline.} = +proc `+`*(a, b: Vec2): Vec2 {.inline.} = result.x = a.x + b.x result.y = a.y + b.y -proc `-`*(a: Vec2, b: Vec2): Vec2 {.inline.} = +proc `-`*(a, b: Vec2): Vec2 {.inline.} = result.x = a.x - b.x result.y = a.y - b.y @@ -121,29 +121,29 @@ proc `length=`*(a: var Vec2, b: float32) {.inline.} = proc normalize*(a: Vec2): Vec2 {.inline.} = a / a.length -proc dot*(a: Vec2, b: Vec2): float32 {.inline.} = +proc dot*(a, b: Vec2): float32 {.inline.} = a.x * b.x + a.y * b.y -proc dir*(at: Vec2, to: Vec2): Vec2 {.inline.} = +proc dir*(at, to: Vec2): Vec2 {.inline.} = (at - to).normalize() proc dir*(th: float32): Vec2 {.inline.} = vec2(cos(th), sin(th)) -proc dist*(at: Vec2, to: Vec2): float32 {.inline.} = +proc dist*(at, to: Vec2): float32 {.inline.} = (at - to).length -proc distSq*(at: Vec2, to: Vec2): float32 {.inline.} = +proc distSq*(at, to: Vec2): float32 {.inline.} = (at - to).lengthSq -proc lerp*(a: Vec2, b: Vec2, v: float32): Vec2 {.inline.} = +proc lerp*(a, b: Vec2, v: float32): Vec2 {.inline.} = a * (1.0 - v) + b * v proc quantize*(v: Vec2, n: float32): Vec2 {.inline.} = result.x = sign(v.x) * floor(abs(v.x) / n) * n result.y = sign(v.y) * floor(abs(v.y) / n) * n -proc inRect*(v: Vec2, a: Vec2, b: Vec2): bool {.inline.} = +proc inRect*(v, a, b: Vec2): bool {.inline.} = ## Check to see if v is inside a rectange formed by a and b. ## It does not matter how a and b are arranged. let @@ -204,12 +204,12 @@ const X_DIR* = vec3(1.0, 0.0, 0.0) const Y_DIR* = vec3(0.0, 1.0, 0.0) const Z_DIR* = vec3(0.0, 0.0, 1.0) -proc `+`*(a: Vec3, b: Vec3): Vec3 {.inline.} = +proc `+`*(a, b: Vec3): Vec3 {.inline.} = result.x = a.x + b.x result.y = a.y + b.y result.z = a.z + b.z -proc `-`*(a: Vec3, b: Vec3): Vec3 {.inline.} = +proc `-`*(a, b: Vec3): Vec3 {.inline.} = result.x = a.x - b.x result.y = a.y - b.y result.z = a.z - b.z @@ -291,7 +291,7 @@ proc ceil*(a: Vec3): Vec3 {.inline.} = proc normalize*(a: Vec3): Vec3 {.inline.} = a / sqrt(a.x * a.x + a.y * a.y + a.z * a.z) -proc cross*(a: Vec3, b: Vec3): Vec3 {.inline.} = +proc cross*(a, b: Vec3): Vec3 {.inline.} = result.x = a.y * b.z - a.z * b.y result.y = a.z * b.x - a.x * b.z result.z = a.x * b.y - a.y * b.x @@ -299,19 +299,19 @@ proc cross*(a: Vec3, b: Vec3): Vec3 {.inline.} = proc computeNormal*(a, b, c: Vec3): Vec3 = cross(c - b, b - a).normalize() -proc dot*(a: Vec3, b: Vec3): float32 {.inline.} = +proc dot*(a, b: Vec3): float32 {.inline.} = a.x * b.x + a.y * b.y + a.z * b.z -proc dir*(at: Vec3, to: Vec3): Vec3 {.inline.} = +proc dir*(at, to: Vec3): Vec3 {.inline.} = (at - to).normalize() -proc dist*(at: Vec3, to: Vec3): float32 {.inline.} = +proc dist*(at, to: Vec3): float32 {.inline.} = (at - to).length -proc distSq*(at: Vec3, to: Vec3): float32 {.inline.} = +proc distSq*(at, to: Vec3): float32 {.inline.} = (at - to).lengthSq -proc lerp*(a: Vec3, b: Vec3, v: float32): Vec3 {.inline.} = +proc lerp*(a, b: Vec3, v: float32): Vec3 {.inline.} = a * (1.0 - v) + b * v proc quantize*(v: Vec3, n: float32): Vec3 = @@ -396,13 +396,13 @@ proc vec4*(v: float32): Vec4 {.inline.} = result.z = v result.w = v -proc `+`*(a: Vec4, b: Vec4): Vec4 {.inline.} = +proc `+`*(a, b: Vec4): Vec4 {.inline.} = result.x = a.x + b.x result.y = a.y + b.y result.z = a.z + b.z result.w = a.w + b.w -proc `-`*(a: Vec4, b: Vec4): Vec4 {.inline.} = +proc `-`*(a, b: Vec4): Vec4 {.inline.} = result.x = a.x - b.x result.y = a.y - b.y result.z = a.z - b.z @@ -539,7 +539,7 @@ proc `$`*(a: Mat3): string = {a[3]:.4f}, {a[4]:.4f}, {a[5]:.4f}, {a[6]:.4f}, {a[7]:.4f}, {a[8]:.4f}]""" -proc `*`*(a: Mat3, b: Mat3): Mat3 = +proc `*`*(a, b: Mat3): Mat3 = result[0, 0] += b[0, 0] * a[0, 0] + b[0, 1] * a[1, 0] + b[0, 2] * a[2, 0] result[0, 1] += b[0, 0] * a[0, 1] + b[0, 1] * a[1, 1] + b[0, 2] * a[2, 1] result[0, 2] += b[0, 0] * a[0, 2] + b[0, 1] * a[1, 2] + b[0, 2] * a[2, 2]