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- -- maf
- -- https://github.com/bjornbytes/maf
- -- MIT License
- local ffi = type(jit) == 'table' and jit.status() and require 'ffi'
- local vec3, quat
- local forward
- local vtmp1
- local vtmp2
- local qtmp1
- vec3 = {
- __call = function(_, x, y, z)
- return setmetatable({ x = x or 0, y = y or 0, z = z or 0 }, vec3)
- end,
- __tostring = function(v)
- return string.format('(%f, %f, %f)', v.x, v.y, v.z)
- end,
- __add = function(v, u) return v:add(u, vec3()) end,
- __sub = function(v, u) return v:sub(u, vec3()) end,
- __mul = function(v, u)
- if vec3.isvec3(u) then return v:mul(u, vec3())
- elseif type(u) == 'number' then return v:scale(u, vec3())
- else error('vec3s can only be multiplied by vec3s and numbers') end
- end,
- __div = function(v, u)
- if vec3.isvec3(u) then return v:div(u, vec3())
- elseif type(u) == 'number' then return v:scale(1 / u, vec3())
- else error('vec3s can only be divided by vec3s and numbers') end
- end,
- __unm = function(v) return v:scale(-1) end,
- __len = function(v) return v:length() end,
- __index = {
- isvec3 = function(x)
- return ffi and ffi.istype('vec3', x) or getmetatable(x) == vec3
- end,
- clone = function(v)
- return vec3(v.x, v.y, v.z)
- end,
- unpack = function(v)
- return v.x, v.y, v.z
- end,
- set = function(v, x, y, z)
- if vec3.isvec3(x) then x, y, z = x.x, x.y, x.z end
- v.x = x
- v.y = y
- v.z = z
- return v
- end,
- add = function(v, u, out)
- out = out or v
- out.x = v.x + u.x
- out.y = v.y + u.y
- out.z = v.z + u.z
- return out
- end,
- sub = function(v, u, out)
- out = out or v
- out.x = v.x - u.x
- out.y = v.y - u.y
- out.z = v.z - u.z
- return out
- end,
- mul = function(v, u, out)
- out = out or v
- out.x = v.x * u.x
- out.y = v.y * u.y
- out.z = v.z * u.z
- return out
- end,
- div = function(v, u, out)
- out = out or v
- out.x = v.x / u.x
- out.y = v.y / u.y
- out.z = v.z / u.z
- return out
- end,
- scale = function(v, s, out)
- out = out or v
- out.x = v.x * s
- out.y = v.y * s
- out.z = v.z * s
- return out
- end,
- length = function(v)
- return math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z)
- end,
- normalize = function(v, out)
- out = out or v
- local len = v:length()
- return len == 0 and v or v:scale(1 / len, out)
- end,
- distance = function(v, u)
- return vec3.sub(v, u, vtmp1):length()
- end,
- angle = function(v, u)
- return math.acos(v:dot(u) / (v:length() + u:length()))
- end,
- dot = function(v, u)
- return v.x * u.x + v.y * u.y + v.z * u.z
- end,
- cross = function(v, u, out)
- out = out or v
- local a, b, c = v.x, v.y, v.z
- out.x = b * u.z - c * u.y
- out.y = c * u.x - a * u.z
- out.z = a * u.y - b * u.x
- return out
- end,
- lerp = function(v, u, t, out)
- out = out or v
- out.x = v.x + (u.x - v.x) * t
- out.y = v.y + (u.y - v.y) * t
- out.z = v.z + (u.z - v.z) * t
- return out
- end,
- project = function(v, u, out)
- out = out or v
- local unorm = vtmp1
- u:normalize(unorm)
- local dot = v:dot(unorm)
- out.x = unorm.x * dot
- out.y = unorm.y * dot
- out.z = unorm.z * dot
- return out
- end,
- rotate = function(v, q, out)
- out = out or v
- local u, c, o = vtmp1, vtmp2, out
- u.x, u.y, u.z = q.x, q.y, q.z
- o.x, o.y, o.z = v.x, v.y, v.z
- u:cross(v, c)
- local uu = u:dot(u)
- local uv = u:dot(v)
- o:scale(q.w * q.w - uu)
- u:scale(2 * uv)
- c:scale(2 * q.w)
- return o:add(u:add(c))
- end
- }
- }
- quat = {
- __call = function(_, x, y, z, w)
- return setmetatable({ x = x, y = y, z = z, w = w }, quat)
- end,
- __tostring = function(q)
- return string.format('(%f, %f, %f, %f)', q.x, q.y, q.z, q.w)
- end,
- __add = function(q, r) return q:add(r, quat()) end,
- __sub = function(q, r) return q:sub(r, quat()) end,
- __mul = function(q, r)
- if quat.isquat(r) then return q:mul(r, quat())
- elseif vec3.isvec3(r) then return r:rotate(q, vec3())
- else error('quats can only be multiplied by quats and vec3s') end
- end,
- __unm = function(q) return q:scale(-1) end,
- __len = function(q) return q:length() end,
- __index = {
- isquat = function(x)
- return ffi and ffi.istype('quat', x) or getmetatable(x) == quat
- end,
- clone = function(q)
- return quat(q.x, q.y, q.z, q.w)
- end,
- unpack = function(q)
- return q.x, q.y, q.z, q.w
- end,
- set = function(q, x, y, z, w)
- if quat.isquat(x) then x, y, z, w = x.x, x.y, x.z, x.w end
- q.x = x
- q.y = y
- q.z = z
- q.w = w
- return q
- end,
- fromAngleAxis = function(angle, x, y, z)
- return quat():setAngleAxis(angle, x, y, z)
- end,
- setAngleAxis = function(q, angle, x, y, z)
- if vec3.isvec3(x) then x, y, z = x.x, x.y, x.z end
- local s = math.sin(angle * .5)
- local c = math.cos(angle * .5)
- q.x = x * s
- q.y = y * s
- q.z = z * s
- q.w = c
- return q
- end,
- getAngleAxis = function(q)
- if q.w > 1 or q.w < -1 then q:normalize() end
- local s = math.sqrt(1 - q.w * q.w)
- s = s < .0001 and 1 or 1 / s
- return 2 * math.acos(q.w), q.x * s, q.y * s, q.z * s
- end,
- between = function(u, v)
- return quat():setBetween(u, v)
- end,
- setBetween = function(q, u, v)
- local dot = u:dot(v)
- if dot > .99999 then
- q.x, q.y, q.z, q.w = 0, 0, 0, 1
- return q
- elseif dot < -.99999 then
- vtmp1.x, vtmp1.y, vtmp1.z = 1, 0, 0
- vtmp1:cross(u)
- if #vtmp1 < .00001 then
- vtmp1.x, vtmp1.y, vtmp1.z = 0, 1, 0
- vtmp1:cross(u)
- end
- vtmp1:normalize()
- return q:setAngleAxis(math.pi, vtmp1)
- end
- q.x, q.y, q.z = u.x, u.y, u.z
- vec3.cross(q, v)
- q.w = 1 + dot
- return q:normalize()
- end,
- fromDirection = function(x, y, z)
- return quat():setDirection(x, y, z)
- end,
- setDirection = function(q, x, y, z)
- if vec3.isvec3(x) then x, y, z = x.x, x.y, x.z end
- vtmp2.x, vtmp2.y, vtmp2.z = x, y, z
- return q:setBetween(forward, vtmp2)
- end,
- add = function(q, r, out)
- out = out or q
- out.x = q.x + r.x
- out.y = q.y + r.y
- out.z = q.z + r.z
- out.w = q.w + r.w
- return out
- end,
- sub = function(q, r, out)
- out = out or q
- out.x = q.x - r.x
- out.y = q.y - r.y
- out.z = q.z - r.z
- out.w = q.w - r.w
- return out
- end,
- mul = function(q, r, out)
- out = out or q
- local qx, qy, qz, qw = q:unpack()
- local rx, ry, rz, rw = r:unpack()
- out.x = qx * rw + qw * rx + qy * rz - qz * ry
- out.y = qy * rw + qw * ry + qz * rx - qx * rz
- out.z = qz * rw + qw * rz + qx * ry - qy * rx
- out.w = qw * rw - qx * rx - qy * ry - qz * rz
- return out
- end,
- scale = function(q, s, out)
- out = out or q
- out.x = q.x * s
- out.y = q.y * s
- out.z = q.z * s
- out.w = q.w * s
- return out
- end,
- length = function(q)
- return math.sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w)
- end,
- normalize = function(q, out)
- out = out or q
- local len = q:length()
- return len == 0 and q or q:scale(1 / len, out)
- end,
- lerp = function(q, r, t, out)
- out = out or q
- r:scale(t, qtmp1)
- q:scale(1 - t, out)
- return out:add(qtmp1)
- end,
- slerp = function(q, r, t, out)
- out = out or q
- local dot = q.x * r.x + q.y * r.y + q.z * r.z + q.w * r.w
- if dot < 0 then
- dot = -dot
- r:scale(-1)
- end
- if 1 - dot < .0001 then
- return q:lerp(r, t, out)
- end
- local theta = math.acos(dot)
- q:scale(math.sin((1 - t) * theta), out)
- r:scale(math.sin(t * theta), qtmp1)
- return out:add(qtmp1):scale(1 / math.sin(theta))
- end
- }
- }
- if ffi then
- ffi.cdef [[
- typedef struct { double x, y, z; } vec3;
- typedef struct { double x, y, z, w; } quat;
- ]]
- vec3 = ffi.metatype('vec3', vec3)
- quat = ffi.metatype('quat', quat)
- else
- setmetatable(vec3, vec3)
- setmetatable(quat, quat)
- end
- forward = vec3(0, 0, -1)
- vtmp1 = vec3()
- vtmp2 = vec3()
- qtmp1 = quat()
- return {
- vec3 = vec3,
- quat = quat,
- vector = vec3,
- rotation = quat
- }
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