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vlib: run vfmt over vlib files, so that v doc -m vlib/ can run without warnings
This commit is contained in:
161
vlib/glm/glm.v
161
vlib/glm/glm.v
@@ -1,7 +1,6 @@
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// Copyright (c) 2019-2020 Alexander Medvednikov. All rights reserved.
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// Use of this source code is governed by an MIT license
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// that can be found in the LICENSE file.
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module glm
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import math
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@@ -33,17 +32,17 @@ struct Vec3 {
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z f32
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}
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pub fn vec3(x, y, z f32) Vec3 {
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res := Vec3 {
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x: x,
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y: y,
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z: z,
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pub fn vec3(x f32, y f32, z f32) Vec3 {
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res := Vec3{
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x: x
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y: y
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z: z
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}
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return res
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}
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fn mat4(f &f32) Mat4 {
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res := Mat4 {
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res := Mat4{
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data: f
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}
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return res
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@@ -59,11 +58,11 @@ pub fn (v Vec2) str() string {
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pub fn (m Mat4) str() string {
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mut s := '[ '
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for i in 0..4 {
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for i in 0 .. 4 {
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if i != 0 {
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s += ' '
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}
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for j in 0..4 {
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for j in 0 .. 4 {
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val := unsafe {m.data[i * 4 + j]}
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s += '${val:5.2f} '
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}
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@@ -75,28 +74,28 @@ pub fn (m Mat4) str() string {
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return s
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}
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fn vec2(x, y int) Vec2 {
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res := Vec2 {
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x: f32(x),
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y: f32(y),
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fn vec2(x int, y int) Vec2 {
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res := Vec2{
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x: f32(x)
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y: f32(y)
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}
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return res
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}
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fn (a Vec3) add(b Vec3) Vec3 {
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res := Vec3 {
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x: a.x + b.x,
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y: a.y + b.y,
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z: a.z + b.z,
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res := Vec3{
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x: a.x + b.x
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y: a.y + b.y
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z: a.z + b.z
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}
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return res
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}
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fn (a Vec3) sub(b Vec3) Vec3 {
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res := Vec3 {
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x: a.x - b.x,
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y: a.y - b.y,
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z: a.z - b.z,
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res := Vec3{
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x: a.x - b.x
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y: a.y - b.y
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z: a.z - b.z
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}
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return res
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}
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@@ -105,10 +104,10 @@ fn (a Vec3) sub(b Vec3) Vec3 {
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// # return myglm_mult(a,b);
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// }
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fn (a Vec3) mult_scalar(b f32) Vec3 {
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res := Vec3 {
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x: a.x * b,
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y: a.y * b,
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z: a.z * b,
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res := Vec3{
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x: a.x * b
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y: a.y * b
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z: a.z * b
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}
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return res
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}
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@@ -117,7 +116,7 @@ fn (a Vec3) print() {
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x := a.x
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y := a.y
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z := a.z
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C.printf('vec3{%f,%f,%f}\n',x,y,z)
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C.printf('vec3{%f,%f,%f}\n', x, y, z)
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// println('vec3{$x,$y,$z}')
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}
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@@ -129,10 +128,10 @@ fn rotate(m Mat4, angle f32, vec Vec3) Mat4 {
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return Mat4{}
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}
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*/
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fn f32_calloc(n int) &f32 {
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return voidptr(vcalloc(n * int(sizeof(f32))))
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}
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// fn translate(vec Vec3) *f32 {
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pub fn translate(m Mat4, v Vec3) Mat4 {
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// # return glm__mat4(myglm_translate(vec.x,vec.y,vec.z) );
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@@ -142,12 +141,30 @@ pub fn translate(m Mat4, v Vec3) Mat4 {
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y := v.y
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z := v.z
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unsafe {
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a00 := a[0] a01 := a[1] a02 := a[2] a03 := a[3]
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a10 := a[4] a11 := a[5] a12 := a[6] a13 := a[7]
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a20 := a[8] a21 := a[9] a22 := a[10] a23 := a[11]
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out[0] = a00 out[1] = a01 out[2] = a02 out[3] = a03
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out[4] = a10 out[5] = a11 out[6] = a12 out[7] = a13
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out[8] = a20 out[9] = a21 out[10] = a22 out[11] = a23
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a00 := a[0]
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a01 := a[1]
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a02 := a[2]
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a03 := a[3]
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a10 := a[4]
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a11 := a[5]
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a12 := a[6]
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a13 := a[7]
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a20 := a[8]
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a21 := a[9]
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a22 := a[10]
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a23 := a[11]
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out[0] = a00
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out[1] = a01
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out[2] = a02
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out[3] = a03
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out[4] = a10
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out[5] = a11
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out[6] = a12
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out[7] = a13
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out[8] = a20
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out[9] = a21
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out[10] = a22
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out[11] = a23
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out[12] = a00 * x + a10 * y + a20 * z + a[12]
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out[13] = a01 * x + a11 * y + a21 * z + a[13]
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out[14] = a02 * x + a12 * y + a22 * z + a[14]
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@@ -163,8 +180,8 @@ fn normalize(vec Vec3) Vec3 {
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}
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*/
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// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
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pub fn ortho(left, right, bottom, top f32) Mat4 {
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//println('glm ortho($left, $right, $bottom, $top)')
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pub fn ortho(left f32, right f32, bottom f32, top f32) Mat4 {
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// println('glm ortho($left, $right, $bottom, $top)')
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// mat<4, 4, T, defaultp> Result(static_cast<T>(1));
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n := 16
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mut res := f32_calloc(n)
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@@ -172,16 +189,16 @@ pub fn ortho(left, right, bottom, top f32) Mat4 {
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res[0] = 2.0 / (right - left)
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res[5] = 2.0 / (top - bottom)
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res[10] = 1.0
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res[12] = - (right + left) / (right - left)
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res[13] = - (top + bottom) / (top - bottom)
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res[12] = -(right + left) / (right - left)
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res[13] = -(top + bottom) / (top - bottom)
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res[15] = 1.0
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}
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return mat4(res)
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}
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// https://github.com/g-truc/glm/blob/0ceb2b755fb155d593854aefe3e45d416ce153a4/glm/ext/matrix_clip_space.inl
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pub fn ortho_zo(left, right, bottom, top, zNear, zFar f32) Mat4 {
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//println('glm ortho($left, $right, $bottom, $top)')
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pub fn ortho_zo(left f32, right f32, bottom f32, top f32, zNear f32, zFar f32) Mat4 {
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// println('glm ortho($left, $right, $bottom, $top)')
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// mat<4, 4, T, defaultp> Result(static_cast<T>(1));
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n := 16
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mut res := f32_calloc(n)
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@@ -189,9 +206,9 @@ pub fn ortho_zo(left, right, bottom, top, zNear, zFar f32) Mat4 {
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res[0] = 2.0 / (right - left)
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res[5] = 2.0 / (top - bottom)
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res[10] = 1.0
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res[12] = - (right + left) / (right - left)
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res[13] = - (top + bottom) / (top - bottom)
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res[14] = - zNear / (zFar - zNear)
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res[12] = -(right + left) / (right - left)
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res[13] = -(top + bottom) / (top - bottom)
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res[14] = -zNear / (zFar - zNear)
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res[15] = 1.0
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}
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return mat4(res)
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@@ -226,16 +243,16 @@ pub fn scale(m Mat4, v Vec3) Mat4 {
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}
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// multiplicates two matrices
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pub fn mult(a, b Mat4) Mat4 {
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pub fn mult(a Mat4, b Mat4) Mat4 {
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mut out := f32_calloc(16)
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for i in 0..4 {
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for r in 0..4 {
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for i in 0 .. 4 {
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for r in 0 .. 4 {
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mut prod := f32(0)
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for c in 0..4 {
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prod += unsafe {a.data[c*4+r] * b.data[i*4+c]}
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for c in 0 .. 4 {
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prod += unsafe {a.data[c * 4 + r] * b.data[i * 4 + c]}
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}
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unsafe {
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out[i*4+r] = prod
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out[i * 4 + r] = prod
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}
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}
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}
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@@ -246,48 +263,44 @@ pub fn rotate(angle f32, axis Vec3, src Mat4) Mat4 {
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c := f32(math.cos(angle))
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s := f32(math.sin(angle))
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oneminusc := f32(1.0) - c
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xy := axis.x * axis.y
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yz := axis.y * axis.z
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xz := axis.x * axis.z
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xs := axis.x * s
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ys := axis.y * s
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zs := axis.z * s
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f00 := axis.x * axis.x * oneminusc + c
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f01 := xy * oneminusc + zs
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f02 := xz * oneminusc - ys
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f10 := xy * oneminusc-zs
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f10 := xy * oneminusc - zs
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f11 := axis.y * axis.y * oneminusc + c
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f12 := yz * oneminusc + xs
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f20 := xz * oneminusc + ys
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f21 := yz * oneminusc - xs
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f22 := axis.z *axis.z * oneminusc + c
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f22 := axis.z * axis.z * oneminusc + c
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data := src.data
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unsafe {
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t00 := data[0] * f00 + data[4] * f01 + data[8] * f02
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t01 := data[1] * f00 + data[5] * f01 + data[9] * f02
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t02 := data[2] * f00 + data[6] * f01 + data[10] * f02
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t03 := data[3] * f00 + data[7] * f01 + data[11] * f02
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t10 := data[0] * f10 + data[4] * f11 + data[8] * f12
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t11 := data[1] * f10 + data[5] * f11 + data[9] * f12
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t12 := data[2] * f10 + data[6] * f11 + data[10] * f12
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t13 := data[3] * f10 + data[7] * f11 + data[11] * f12
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mut dest := src.data
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dest[8] = data[0] * f20 + data[4] * f21 + data[8] * f22
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dest[9] = data[1] * f20 + data[5] * f21 + data[9] * f22
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dest[10] = data[2] * f20 + data[6] * f21 + data[10] * f22
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dest[11] = data[3] * f20 + data[7] * f21 + data[11] * f22
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dest[0] = t00 dest[1] = t01 dest[2] = t02 dest[3] = t03
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dest[4] = t10 dest[5] = t11 dest[6] = t12 dest[7] = t13
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dest[0] = t00
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dest[1] = t01
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dest[2] = t02
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dest[3] = t03
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dest[4] = t10
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dest[5] = t11
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dest[6] = t12
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dest[7] = t13
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return mat4(dest)
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}
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}
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@@ -357,23 +370,19 @@ pub fn identity2(mut res &f32) {
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}
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pub fn identity3() []f32 {
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res := [f32(1.0), 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, 0, 1,
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]
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res := [f32(1.0), 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]
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return res
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}
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// https://github.com/toji/gl-matrix/blob/1549cf21dfa14a2bc845993485343d519cf064fe/src/gl-matrix/mat4.js
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fn ortho_js(left, right, bottom, top f32) &f32 {
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// mynear := 1
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// myfar := 1
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fn ortho_js(left f32, right f32, bottom f32, top f32) &f32 {
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// mynear := 1
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// myfar := 1
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lr := 1.0 / (left - right)
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bt := 1.0 / (bottom - top)
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nf := f32(1.0) / 1.0// (mynear -myfar)
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nf := f32(1.0) / 1.0 // (mynear -myfar)
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unsafe {
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mut out := &f32( malloc (int(sizeof(f32) * 16)))
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mut out := &f32(malloc(int(sizeof(f32) * 16)))
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out[0] = -2.0 * lr
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out[1] = 0
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out[2] = 0
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@@ -388,18 +397,18 @@ fn ortho_js(left, right, bottom, top f32) &f32 {
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out[11] = 0
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out[12] = (left + right) * lr
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out[13] = (top + bottom) * bt
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out[14] = 1.0 * nf//(far + near) * nf;
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out[14] = 1.0 * nf // (far + near) * nf;
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out[15] = 1
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return out
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}
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//f := 0.0
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//return &f
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// f := 0.0
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// return &f
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}
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// fn ortho_old(a, b, c, d f32) *f32 {
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// # return myglm_ortho(a,b,c,d);
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// }
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fn cross(a, b Vec3) Vec3 {
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fn cross(a Vec3, b Vec3) Vec3 {
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// # return myglm_cross(a,b);
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return Vec3{}
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}
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