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@@ -8,6 +8,8 @@ import "intrinsics"
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Float :: f32;
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+FLOAT_EPSILON :: size_of(Float) == 4 ? 1e-7 : 1e-15;
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+
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Vector2 :: distinct [2]Float;
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Vector3 :: distinct [3]Float;
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Vector4 :: distinct [4]Float;
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@@ -51,6 +53,14 @@ VECTOR3_Y_AXIS :: Vector3{0, 1, 0};
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VECTOR3_Z_AXIS :: Vector3{0, 0, 1};
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+radians :: proc(degrees: Float) -> Float {
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+ return math.TAU * degrees / 360.0;
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+}
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+
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+degrees :: proc(radians: Float) -> Float {
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+ return 360.0 * radians / math.TAU;
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+}
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+
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vector2_orthogonal :: proc(v: Vector2) -> Vector2 {
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return {-v.y, v.x};
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@@ -191,6 +201,20 @@ euler_angles_from_quaternion :: proc(q: Quaternion) -> (roll, pitch, yaw: Float)
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return;
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}
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+quaternion_look_at :: proc(eye, centre: Vector3, up: Vector3) -> Quaternion {
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+ f := normalize(centre - eye);
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+ s := normalize(cross(f, up));
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+ u := cross(s, f);
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+
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+ w := math.sqrt(1 + s.x + u.y - f.z)*0.5;
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+ iw4 := 0.25/w;
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+ x := (+u.z + f.y)*iw4;
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+ y := (-f.x - s.z)*iw4;
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+ z := (+s.y - u.x)*iw4;
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+ q: Quaternion = quaternion(w, x, y, z);
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+ return normalize(q);
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+}
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+
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quaternion_nlerp :: proc(a, b: Quaternion, t: Float) -> Quaternion {
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c := a + (b-a)*quaternion(t, 0, 0, 0);
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@@ -199,7 +223,6 @@ quaternion_nlerp :: proc(a, b: Quaternion, t: Float) -> Quaternion {
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quaternion_slerp :: proc(x, y: Quaternion, t: Float) -> Quaternion {
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- EPSILON :: size_of(Float) == 4 ? 1e-7 : 1e-15;
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a, b := x, y;
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cos_angle := dot(a, b);
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@@ -207,7 +230,7 @@ quaternion_slerp :: proc(x, y: Quaternion, t: Float) -> Quaternion {
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b = -b;
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cos_angle = -cos_angle;
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}
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- if cos_angle > 1 - EPSILON {
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+ if cos_angle > 1 - FLOAT_EPSILON {
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return a + (b-a)*quaternion(t, 0, 0, 0);
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}
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@@ -290,13 +313,11 @@ quaternion_from_matrix4 :: proc(m: Matrix4) -> Quaternion {
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quaternion_between_two_vector3 :: proc(from, to: Vector3) -> Quaternion {
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- EPSILON :: size_of(Float) == 4 ? 1e-7 : 1e-15;
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-
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x := normalize(from);
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y := normalize(to);
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cos_theta := dot(x, y);
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- if abs(cos_theta + 1) < 2*EPSILON {
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+ if abs(cos_theta + 1) < 2*FLOAT_EPSILON {
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v := vector3_orthogonal(x);
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return quaternion(0, v.x, v.y, v.z);
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}
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