mirror of
https://github.com/1bardesign/batteries.git
synced 2024-11-25 07:04:35 +00:00
603 lines
12 KiB
Lua
603 lines
12 KiB
Lua
--[[
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3d vector type
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]]
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--import vec2 if not defined globally
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local path = (...):gsub("vec3", "")
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local class = require(path .. "class")
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local vec2 = require(path .. "vec2")
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local math = require(path .. "mathx") --shadow global math module
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local make_pooled = require(path .. "make_pooled")
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local vec3 = class({
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name = "vec3",
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})
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--stringification
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function vec3:__tostring()
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return ("(%.2f, %.2f, %.2f)"):format(self.x, self.y, self.z)
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end
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--probably-too-flexible ctor
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function vec3:new(x, y, z)
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if type(x) == "number" or type(x) == "nil" then
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self:sset(x or 0, y, z)
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elseif type(x) == "table" then
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if type(x.type) == "function" and x:type() == "vec3" then
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self:vset(x)
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elseif x[1] then
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self:sset(x[1], x[2], x[3])
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else
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self:sset(x.x, x.y, x.z)
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end
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end
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end
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--explicit ctors
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function vec3:copy()
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return vec3(self.x, self.y, self.z)
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end
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function vec3:xyz(x, y, z)
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return vec3(x, y, z)
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end
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function vec3:filled(x, y, z)
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return vec3(x, y, z)
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end
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function vec3:zero()
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return vec3(0, 0, 0)
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end
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--unpack for multi-args
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function vec3:unpack()
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return self.x, self.y, self.z
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end
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--pack when a sequence is needed
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function vec3:pack()
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return {self:unpack()}
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end
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--handle pooling
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make_pooled(vec3, 128)
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--get a pooled copy of an existing vector
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function vec3:pooled_copy()
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return vec3:pooled():vset(self)
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end
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--modify
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function vec3:sset(x, y, z)
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self.x = x
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self.y = y or x
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self.z = z or y or x
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return self
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end
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function vec3:vset(v)
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self.x = v.x
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self.y = v.y
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self.z = v.z
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return self
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end
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function vec3:swap(v)
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local sx, sy, sz = self.x, self.y, self.z
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self:vset(v)
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v:sset(sx, sy, sz)
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return self
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end
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-----------------------------------------------------------
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--equality comparison
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-----------------------------------------------------------
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--threshold for equality in each dimension
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local EQUALS_EPSILON = 1e-9
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--true if a and b are functionally equivalent
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function vec3.equals(a, b)
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return (
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math.abs(a.x - b.x) <= EQUALS_EPSILON and
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math.abs(a.y - b.y) <= EQUALS_EPSILON and
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math.abs(a.z - b.z) <= EQUALS_EPSILON
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)
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end
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--true if a and b are not functionally equivalent
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--(very slightly faster than `not vec3.equals(a, b)`)
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function vec3.nequals(a, b)
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return (
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math.abs(a.x - b.x) > EQUALS_EPSILON or
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math.abs(a.y - b.y) > EQUALS_EPSILON or
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math.abs(a.z - b.z) > EQUALS_EPSILON
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)
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end
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-----------------------------------------------------------
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--arithmetic
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-----------------------------------------------------------
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--immediate mode
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--vector
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function vec3:vaddi(v)
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self.x = self.x + v.x
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self.y = self.y + v.y
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self.z = self.z + v.z
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return self
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end
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function vec3:vsubi(v)
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self.x = self.x - v.x
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self.y = self.y - v.y
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self.z = self.z - v.z
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return self
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end
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function vec3:vmuli(v)
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self.x = self.x * v.x
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self.y = self.y * v.y
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self.z = self.z * v.z
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return self
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end
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function vec3:vdivi(v)
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self.x = self.x / v.x
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self.y = self.y / v.y
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self.z = self.z / v.z
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return self
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end
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--scalar
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function vec3:saddi(x, y, z)
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if not y then y = x end
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if not z then z = y end
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self.x = self.x + x
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self.y = self.y + y
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self.z = self.z + z
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return self
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end
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function vec3:ssubi(x, y, z)
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if not y then y = x end
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if not z then z = y end
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self.x = self.x - x
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self.y = self.y - y
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self.z = self.z - z
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return self
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end
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function vec3:smuli(x, y, z)
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if not y then y = x end
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if not z then z = y end
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self.x = self.x * x
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self.y = self.y * y
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self.z = self.z * z
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return self
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end
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function vec3:sdivi(x, y, z)
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if not y then y = x end
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if not z then z = y end
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self.x = self.x / x
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self.y = self.y / y
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self.z = self.z / z
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return self
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end
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--garbage mode
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function vec3:vadd(v)
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return self:copy():vaddi(v)
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end
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function vec3:vsub(v)
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return self:copy():vsubi(v)
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end
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function vec3:vmul(v)
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return self:copy():vmuli(v)
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end
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function vec3:vdiv(v)
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return self:copy():vdivi(v)
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end
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function vec3:sadd(x, y, z)
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return self:copy():saddi(x, y, z)
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end
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function vec3:ssub(x, y, z)
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return self:copy():ssubi(x, y, z)
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end
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function vec3:smul(x, y, z)
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return self:copy():smuli(x, y, z)
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end
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function vec3:sdiv(x, y, z)
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return self:copy():sdivi(x, y, z)
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end
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--fused multiply-add (a + (b * t))
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function vec3:fmai(v, t)
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self.x = self.x + (v.x * t)
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self.y = self.y + (v.y * t)
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self.z = self.z + (v.z * t)
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return self
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end
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function vec3:fma(v, t)
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return self:copy():fmai(v, t)
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end
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-----------------------------------------------------------
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-- geometric methods
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-----------------------------------------------------------
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function vec3:length_squared()
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return self.x * self.x + self.y * self.y + self.z * self.z
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end
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function vec3:length()
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return math.sqrt(self:length_squared())
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end
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function vec3:distance_squared(other)
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local dx = self.x - other.x
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local dy = self.y - other.y
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local dz = self.z - other.z
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return dx * dx + dy * dy + dz * dz
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end
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function vec3:distance(other)
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return math.sqrt(self:distance_squared(other))
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end
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--immediate mode
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function vec3:normalisei_both()
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local len = self:length()
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if len == 0 then
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return self, 0
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end
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return self:sdivi(len), len
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end
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function vec3:normalisei()
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local v, len = self:normalisei_both()
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return v
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end
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function vec3:normalisei_len()
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local v, len = self:normalisei_both()
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return len
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end
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function vec3:inversei()
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return self:smuli(-1)
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end
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--swizzle extraction
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--not as nice as property accessors so might be worth doing that later :)
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--also dog slow, so there's that
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local _swizzle_x_byte = ("x"):byte()
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local _swizzle_y_byte = ("y"):byte()
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local _swizzle_z_byte = ("z"):byte()
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local _allowed_swizzle = {
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[_swizzle_x_byte] = "x",
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[_swizzle_y_byte] = "y",
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[_swizzle_z_byte] = "z",
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}
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function vec3:encode_swizzle_field(swizzle)
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if type(swizzle) == "string" then
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swizzle = swizzle:byte()
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end
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return _allowed_swizzle[swizzle] or "x"
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end
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function vec3:extract_single(swizzle)
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return self[self:encode_swizzle_field(swizzle)]
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end
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function vec3:infuse_single(swizzle, v)
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self[self:encode_swizzle_field(swizzle)] = v
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return self
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end
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function vec3:extract_vec2(swizzle, into)
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if not into then into = vec2:zero() end
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local x = self:extract_single(swizzle:byte(1))
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local y = self:extract_single(swizzle:byte(2))
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return into:sset(x, y)
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end
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function vec3:infuse_vec2(swizzle, v)
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self:infuse_single(swizzle:byte(1), v.x)
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self:infuse_single(swizzle:byte(2), v.y)
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return self
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end
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--rotate around a swizzle
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--todo: angle-axis version
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function vec3:rotatei(swizzle, angle)
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if angle == 0 then --early out
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return self
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end
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local v = vec2:pooled()
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self:extract_vec2(swizzle, v)
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v:rotatei(angle)
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self:infuse_vec2(swizzle, v)
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v:release()
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return self
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end
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local _euler_macro = {
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"yz",
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"xz",
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"xy",
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}
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function vec3:rotate_euleri(angle_x_axis, angle_y_axis, angle_z_axis)
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for i, swizzle in ipairs(_euler_macro) do
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local angle =
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i == 1 and angle_x_axis
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or i == 2 and angle_y_axis
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or i == 3 and angle_z_axis
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self:rotatei(swizzle, angle)
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end
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return self
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end
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--todo: 90deg rotations
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vec3.rot180i = vec3.inversei --alias
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function vec3:rotate_aroundi(swizzle, angle, pivot)
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self:vsubi(pivot)
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self:rotatei(swizzle, angle)
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self:vaddi(pivot)
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return self
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end
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--garbage mode
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function vec3:normalised()
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return self:copy():normalisei()
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end
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function vec3:normalised_len()
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local v = self:copy()
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local len = v:normalisei_len()
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return v, len
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end
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function vec3:inverse()
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return self:copy():inversei()
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end
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function vec3:rotate(swizzle, angle)
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return self:copy():rotatei(swizzle, angle)
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end
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function vec3:rotate_euler(angle_x_axis, angle_y_axis, angle_z_axis)
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return self:copy():rotate_euleri(angle_x_axis, angle_y_axis, angle_z_axis)
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end
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vec3.rot180 = vec3.inverse --alias
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function vec3:rotate_around(swizzle, angle, pivot)
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return self:copy():rotate_aroundi(swizzle, angle, pivot)
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end
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-----------------------------------------------------------
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-- per-component clamping ops
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-----------------------------------------------------------
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function vec3:mini(v)
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self.x = math.min(self.x, v.x)
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self.y = math.min(self.y, v.y)
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self.z = math.min(self.z, v.z)
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return self
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end
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function vec3:maxi(v)
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self.x = math.max(self.x, v.x)
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self.y = math.max(self.y, v.y)
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self.z = math.max(self.z, v.z)
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return self
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end
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function vec3:clampi(min, max)
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self.x = math.clamp(self.x, min.x, max.x)
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self.y = math.clamp(self.y, min.y, max.y)
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self.z = math.clamp(self.z, min.z, max.z)
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return self
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end
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function vec3:min(v)
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return self:copy():mini(v)
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end
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function vec3:max(v)
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return self:copy():maxi(v)
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end
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function vec3:clamp(min, max)
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return self:copy():clampi(min, max)
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end
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-----------------------------------------------------------
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-- absolute value
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-----------------------------------------------------------
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function vec3:absi()
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self.x = math.abs(self.x)
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self.y = math.abs(self.y)
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self.z = math.abs(self.z)
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return self
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end
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function vec3:abs()
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return self:copy():absi()
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end
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-----------------------------------------------------------
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-- truncation/rounding
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-----------------------------------------------------------
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function vec3:floori()
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self.x = math.floor(self.x)
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self.y = math.floor(self.y)
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self.z = math.floor(self.z)
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return self
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end
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function vec3:ceili()
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self.x = math.ceil(self.x)
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self.y = math.ceil(self.y)
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self.z = math.ceil(self.z)
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return self
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end
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function vec3:roundi()
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self.x = math.round(self.x)
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self.y = math.round(self.y)
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self.z = math.round(self.z)
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return self
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end
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function vec3:floor()
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return self:copy():floori()
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end
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function vec3:ceil()
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return self:copy():ceili()
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end
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function vec3:round()
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return self:copy():roundi()
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end
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-----------------------------------------------------------
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-- interpolation
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-----------------------------------------------------------
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function vec3:lerpi(other, amount)
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self.x = math.lerp(self.x, other.x, amount)
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self.y = math.lerp(self.y, other.y, amount)
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self.z = math.lerp(self.z, other.z, amount)
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return self
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end
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function vec3:lerp(other, amount)
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return self:copy():lerpi(other, amount)
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end
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function vec3:lerp_epsi(other, amount, eps)
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self.x = math.lerp_eps(self.x, other.x, amount, eps)
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self.y = math.lerp_eps(self.y, other.y, amount, eps)
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self.z = math.lerp_eps(self.z, other.z, amount, eps)
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return self
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end
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function vec3:lerp_eps(other, amount, eps)
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return self:copy():lerp_epsi(other, amount, eps)
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end
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-----------------------------------------------------------
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-- vector products and projections
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-----------------------------------------------------------
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function vec3.dot(a, b)
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return a.x * b.x + a.y * b.y + a.z * b.z
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end
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function vec3.cross(a, b, into)
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if not into then into = vec3:zero() end
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return into:sset(
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x
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)
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end
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--scalar projection a onto b
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function vec3.sproj(a, b)
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local len = b:length()
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if len == 0 then
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return 0
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end
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return a:dot(b) / len
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end
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--vector projection a onto b (writes into a)
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function vec3.vproji(a, b)
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local div = b:dot(b)
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if div == 0 then
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return a:sset(0, 0, 0)
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end
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local fac = a:dot(b) / div
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return a:vset(b):smuli(fac)
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end
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function vec3.vproj(a, b)
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return a:copy():vproji(b)
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end
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--vector rejection a onto b (writes into a)
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function vec3.vreji(a, b)
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local tx, ty, tz = a.x, a.y, a.z
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a:vproji(b)
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a:sset(tx - a.x, ty - a.y, tz - a.z)
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return a
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end
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function vec3.vrej(a, b)
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return a:copy():vreji(b)
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end
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-----------------------------------------------------------
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-- vector extension methods for special purposes
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-- (any common vector ops worth naming)
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-----------------------------------------------------------
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--"physical" friction
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local _v_friction = vec3:zero() --avoid alloc
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function vec3:apply_friction(mu, dt)
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_v_friction:vset(self):smuli(mu * dt)
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if _v_friction:length_squared() > self:length_squared() then
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self:sset(0, 0)
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else
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self:vsubi(_v_friction)
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end
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return self
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end
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--"gamey" friction in one dimension
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local function apply_friction_1d(v, mu, dt)
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local friction = mu * v * dt
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if math.abs(friction) > math.abs(v) then
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return 0
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else
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return v - friction
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end
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end
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--"gamey" friction in both dimensions
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function vec3:apply_friction_xy(mu_x, mu_y, dt)
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self.x = apply_friction_1d(self.x, mu_x, dt)
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self.y = apply_friction_1d(self.y, mu_y, dt)
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self.z = apply_friction_1d(self.z, mu_y, dt)
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return self
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end
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return vec3
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