1 module dlangui.core.math3d; 2 3 import std.math; 4 import std.string : format; 5 6 /// 2 dimensional vector 7 struct vec2 { 8 union { 9 float[2] vec; 10 struct { 11 float x; 12 float y; 13 } 14 } 15 alias u = x; 16 alias v = y; 17 /// create with all components filled with specified value 18 this(float v) { 19 x = v; 20 y = v; 21 } 22 this(float[2] v) { 23 vec = v; 24 } 25 this(float[] v) { 26 vec = v[0..2]; 27 } 28 this(float * v) { 29 vec = v[0..2]; 30 } 31 this(const vec2 v) { 32 vec = v.vec; 33 } 34 this(float x, float y) { 35 vec[0] = x; 36 vec[1] = y; 37 } 38 ref vec2 opAssign(float[2] v) { 39 vec = v; 40 return this; 41 } 42 ref vec2 opAssign(vec2 v) { 43 vec = v.vec; 44 return this; 45 } 46 /// fill all components of vector with specified value 47 ref vec2 clear(float v) { 48 vec[0] = vec[1] = v; 49 return this; 50 } 51 /// add value to all components of vector 52 ref vec2 add(float v) { 53 vec[0] += v; 54 vec[1] += v; 55 return this; 56 } 57 /// multiply all components of vector by value 58 ref vec2 mul(float v) { 59 vec[0] *= v; 60 vec[1] *= v; 61 return this; 62 } 63 /// subtract value from all components of vector 64 ref vec2 sub(float v) { 65 vec[0] -= v; 66 vec[1] -= v; 67 return this; 68 } 69 /// divide all components of vector by value 70 ref vec2 div(float v) { 71 vec[0] /= v; 72 vec[1] /= v; 73 return this; 74 } 75 /// add components of another vector to corresponding components of this vector 76 ref vec2 add(vec2 v) { 77 vec[0] += v.vec[0]; 78 vec[1] += v.vec[1]; 79 return this; 80 } 81 /// multiply components of this vector by corresponding components of another vector 82 ref vec2 mul(vec2 v) { 83 vec[0] *= v.vec[0]; 84 vec[1] *= v.vec[1]; 85 return this; 86 } 87 /// subtract components of another vector from corresponding components of this vector 88 ref vec2 sub(vec2 v) { 89 vec[0] -= v.vec[0]; 90 vec[1] -= v.vec[1]; 91 return this; 92 } 93 /// divide components of this vector by corresponding components of another vector 94 ref vec2 div(vec2 v) { 95 vec[0] /= v.vec[0]; 96 vec[1] /= v.vec[1]; 97 return this; 98 } 99 100 /// returns vector rotated 90 degrees counter clockwise 101 vec2 rotated90ccw() const { 102 return vec2(-y, x); 103 } 104 105 /// returns vector rotated 90 degrees clockwise 106 vec2 rotated90cw() const { 107 return vec2(y, -x); 108 } 109 110 /// add value to all components of vector 111 vec2 opBinary(string op : "+")(float v) const { 112 vec2 res = this; 113 res.vec[0] += v; 114 res.vec[1] += v; 115 return res; 116 } 117 /// multiply all components of vector by value 118 vec2 opBinary(string op : "*")(float v) const { 119 vec2 res = this; 120 res.vec[0] *= v; 121 res.vec[1] *= v; 122 return res; 123 } 124 /// subtract value from all components of vector 125 vec2 opBinary(string op : "-")(float v) const { 126 vec2 res = this; 127 res.vec[0] -= v; 128 res.vec[1] -= v; 129 return res; 130 } 131 /// divide all components of vector by value 132 vec2 opBinary(string op : "/")(float v) const { 133 vec2 res = this; 134 res.vec[0] /= v; 135 res.vec[1] /= v; 136 return res; 137 } 138 139 140 /// add value to all components of vector 141 ref vec2 opOpAssign(string op : "+")(float v) { 142 vec[0] += v; 143 vec[1] += v; 144 return this; 145 } 146 /// multiply all components of vector by value 147 ref vec2 opOpAssign(string op : "*")(float v) { 148 vec[0] *= v; 149 vec[1] *= v; 150 return this; 151 } 152 /// subtract value from all components of vector 153 ref vec2 opOpAssign(string op : "-")(float v) { 154 vec[0] -= v; 155 vec[1] -= v; 156 vec[2] -= v; 157 return this; 158 } 159 /// divide all components of vector by value 160 ref vec2 opOpAssign(string op : "/")(float v) { 161 vec[0] /= v; 162 vec[1] /= v; 163 vec[2] /= v; 164 return this; 165 } 166 167 /// by component add values of corresponding components of other vector 168 ref vec2 opOpAssign(string op : "+")(const vec2 v) { 169 vec[0] += v.vec[0]; 170 vec[1] += v.vec[1]; 171 return this; 172 } 173 /// by component multiply values of corresponding components of other vector 174 ref vec2 opOpAssign(string op : "*")(const vec2 v) { 175 vec[0] *= v.vec[0]; 176 vec[1] *= v.vec[1]; 177 return this; 178 } 179 /// by component subtract values of corresponding components of other vector 180 ref vec2 opOpAssign(string op : "-")(const vec2 v) { 181 vec[0] -= v.vec[0]; 182 vec[1] -= v.vec[1]; 183 return this; 184 } 185 /// by component divide values of corresponding components of other vector 186 ref vec2 opOpAssign(string op : "/")(const vec2 v) { 187 vec[0] /= v.vec[0]; 188 vec[1] /= v.vec[1]; 189 return this; 190 } 191 192 193 /// add value to all components of vector 194 vec2 opBinary(string op : "+")(const vec2 v) const { 195 vec2 res = this; 196 res.vec[0] += v.vec[0]; 197 res.vec[1] += v.vec[1]; 198 return res; 199 } 200 /// subtract value from all components of vector 201 vec2 opBinary(string op : "-")(const vec2 v) const { 202 vec2 res = this; 203 res.vec[0] -= v.vec[0]; 204 res.vec[1] -= v.vec[1]; 205 return res; 206 } 207 /// subtract value from all components of vector 208 float opBinary(string op : "*")(const vec3 v) const { 209 return dot(v); 210 } 211 /// dot product (sum of by-component products of vector components) 212 float dot(const vec2 v) const { 213 float res = 0.0f; 214 res += vec[0] * v.vec[0]; 215 res += vec[1] * v.vec[1]; 216 return res; 217 } 218 219 /// cross product of 2 vec2 is scalar in Z axis 220 float crossProduct(const vec2 v2) const { 221 return x * v2.y - y * v2.x; 222 } 223 224 /// returns vector with all components which are negative of components for this vector 225 vec2 opUnary(string op : "-")() const { 226 vec2 ret = this; 227 ret.vec[0] = -vec[0]; 228 ret.vec[1] = -vec[1]; 229 return ret; 230 } 231 232 233 /// sum of squares of all vector components 234 @property float magnitudeSquared() { 235 return vec[0]*vec[0] + vec[1]*vec[1]; 236 } 237 238 /// length of vector 239 @property float magnitude() { 240 return sqrt(magnitudeSquared); 241 } 242 243 alias length = magnitude; 244 245 /// normalize vector: make its length == 1 246 void normalize() { 247 div(length); 248 } 249 250 /// returns normalized copy of this vector 251 @property vec2 normalized() { 252 vec2 res = this; 253 res.normalize(); 254 return res; 255 } 256 } 257 258 /// 3 dimensional vector 259 struct vec3 { 260 union { 261 float[3] vec; 262 struct { 263 float x; 264 float y; 265 float z; 266 } 267 } 268 //@property ref float x() { return vec[0]; } 269 //@property ref float y() { return vec[1]; } 270 //@property ref float z() { return vec[2]; } 271 alias r = x; 272 alias g = y; 273 alias b = z; 274 /// create with all components filled with specified value 275 this(float v) { 276 x = y = z = v; 277 } 278 this(float[3] v) { 279 vec = v; 280 } 281 this(float[] v) { 282 vec = v[0..3]; 283 } 284 this(float * v) { 285 vec = v[0..3]; 286 } 287 this(const vec3 v) { 288 vec = v.vec; 289 } 290 this(float x, float y, float z) { 291 vec[0] = x; 292 vec[1] = y; 293 vec[2] = z; 294 } 295 ref vec3 opAssign(float[3] v) { 296 vec = v; 297 return this; 298 } 299 ref vec3 opAssign(vec3 v) { 300 vec = v.vec; 301 return this; 302 } 303 ref vec3 opAssign(float x, float y, float z) { 304 vec[0] = x; 305 vec[1] = y; 306 vec[2] = z; 307 return this; 308 } 309 /// fill all components of vector with specified value 310 ref vec3 clear(float v) { 311 vec[0] = vec[1] = vec[2] = v; 312 return this; 313 } 314 /// add value to all components of vector 315 ref vec3 add(float v) { 316 vec[0] += v; 317 vec[1] += v; 318 vec[2] += v; 319 return this; 320 } 321 /// multiply all components of vector by value 322 ref vec3 mul(float v) { 323 vec[0] *= v; 324 vec[1] *= v; 325 vec[2] *= v; 326 return this; 327 } 328 /// subtract value from all components of vector 329 ref vec3 sub(float v) { 330 vec[0] -= v; 331 vec[1] -= v; 332 vec[2] -= v; 333 return this; 334 } 335 /// divide all components of vector by value 336 ref vec3 div(float v) { 337 vec[0] /= v; 338 vec[1] /= v; 339 vec[2] /= v; 340 return this; 341 } 342 /// add components of another vector to corresponding components of this vector 343 ref vec3 add(vec3 v) { 344 vec[0] += v.vec[0]; 345 vec[1] += v.vec[1]; 346 vec[2] += v.vec[2]; 347 return this; 348 } 349 /// multiply components of this vector by corresponding components of another vector 350 ref vec3 mul(vec3 v) { 351 vec[0] *= v.vec[0]; 352 vec[1] *= v.vec[1]; 353 vec[2] *= v.vec[2]; 354 return this; 355 } 356 /// subtract components of another vector from corresponding components of this vector 357 ref vec3 sub(vec3 v) { 358 vec[0] -= v.vec[0]; 359 vec[1] -= v.vec[1]; 360 vec[2] -= v.vec[2]; 361 return this; 362 } 363 /// divide components of this vector by corresponding components of another vector 364 ref vec3 div(vec3 v) { 365 vec[0] /= v.vec[0]; 366 vec[1] /= v.vec[1]; 367 vec[2] /= v.vec[2]; 368 return this; 369 } 370 371 /// add value to all components of vector 372 vec3 opBinary(string op : "+")(float v) const { 373 vec3 res = this; 374 res.vec[0] += v; 375 res.vec[1] += v; 376 res.vec[2] += v; 377 return res; 378 } 379 /// multiply all components of vector by value 380 vec3 opBinary(string op : "*")(float v) const { 381 vec3 res = this; 382 res.vec[0] *= v; 383 res.vec[1] *= v; 384 res.vec[2] *= v; 385 return res; 386 } 387 /// subtract value from all components of vector 388 vec3 opBinary(string op : "-")(float v) const { 389 vec3 res = this; 390 res.vec[0] -= v; 391 res.vec[1] -= v; 392 res.vec[2] -= v; 393 return res; 394 } 395 /// divide all components of vector by value 396 vec3 opBinary(string op : "/")(float v) const { 397 vec3 res = this; 398 res.vec[0] /= v; 399 res.vec[1] /= v; 400 res.vec[2] /= v; 401 return res; 402 } 403 404 405 /// add value to all components of vector 406 ref vec3 opOpAssign(string op : "+")(float v) { 407 vec[0] += v; 408 vec[1] += v; 409 vec[2] += v; 410 return this; 411 } 412 /// multiply all components of vector by value 413 ref vec3 opOpAssign(string op : "*")(float v) { 414 vec[0] *= v; 415 vec[1] *= v; 416 vec[2] *= v; 417 return this; 418 } 419 /// subtract value from all components of vector 420 ref vec3 opOpAssign(string op : "-")(float v) { 421 vec[0] -= v; 422 vec[1] -= v; 423 vec[2] -= v; 424 return this; 425 } 426 /// divide all components of vector by value 427 ref vec3 opOpAssign(string op : "/")(float v) { 428 vec[0] /= v; 429 vec[1] /= v; 430 vec[2] /= v; 431 return this; 432 } 433 434 /// by component add values of corresponding components of other vector 435 ref vec3 opOpAssign(string op : "+")(const vec3 v) { 436 vec[0] += v.vec[0]; 437 vec[1] += v.vec[1]; 438 vec[2] += v.vec[2]; 439 return this; 440 } 441 /// by component multiply values of corresponding components of other vector 442 ref vec3 opOpAssign(string op : "*")(const vec3 v) { 443 vec[0] *= v.vec[0]; 444 vec[1] *= v.vec[1]; 445 vec[2] *= v.vec[2]; 446 return this; 447 } 448 /// by component subtract values of corresponding components of other vector 449 ref vec3 opOpAssign(string op : "-")(const vec3 v) { 450 vec[0] -= v.vec[0]; 451 vec[1] -= v.vec[1]; 452 vec[2] -= v.vec[2]; 453 return this; 454 } 455 /// by component divide values of corresponding components of other vector 456 ref vec3 opOpAssign(string op : "/")(const vec3 v) { 457 vec[0] /= v.vec[0]; 458 vec[1] /= v.vec[1]; 459 vec[2] /= v.vec[2]; 460 return this; 461 } 462 463 464 /// add value to all components of vector 465 vec3 opBinary(string op : "+")(const vec3 v) const { 466 vec3 res = this; 467 res.vec[0] += v.vec[0]; 468 res.vec[1] += v.vec[1]; 469 res.vec[2] += v.vec[2]; 470 return res; 471 } 472 /// subtract value from all components of vector 473 vec3 opBinary(string op : "-")(const vec3 v) const { 474 vec3 res = this; 475 res.vec[0] -= v.vec[0]; 476 res.vec[1] -= v.vec[1]; 477 res.vec[2] -= v.vec[2]; 478 return res; 479 } 480 /// subtract value from all components of vector 481 float opBinary(string op : "*")(const vec3 v) const { 482 return dot(v); 483 } 484 /// dot product (sum of by-component products of vector components) 485 float dot(const vec3 v) const { 486 float res = 0.0f; 487 res += vec[0] * v.vec[0]; 488 res += vec[1] * v.vec[1]; 489 res += vec[2] * v.vec[2]; 490 return res; 491 } 492 493 /// returns vector with all components which are negative of components for this vector 494 vec3 opUnary(string op : "-")() const { 495 vec3 ret = this; 496 ret.vec[0] = -vec[0]; 497 ret.vec[1] = -vec[1]; 498 ret.vec[2] = -vec[2]; 499 return ret; 500 } 501 502 503 /// sum of squares of all vector components 504 @property float magnitudeSquared() { 505 return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2]; 506 } 507 508 /// length of vector 509 @property float magnitude() { 510 return sqrt(magnitudeSquared); 511 } 512 513 alias length = magnitude; 514 515 /// normalize vector: make its length == 1 516 void normalize() { 517 div(length); 518 } 519 520 /// returns normalized copy of this vector 521 @property vec3 normalized() { 522 vec3 res = this; 523 res.normalize(); 524 return res; 525 } 526 527 /// cross product 528 static vec3 crossProduct(const vec3 v1, const vec3 v2) { 529 return vec3(v1.y * v2.z - v1.z * v2.y, 530 v1.z * v2.x - v1.x * v2.z, 531 v1.x * v2.y - v1.y * v2.x); 532 } 533 534 /// multiply vector by matrix 535 vec3 opBinary(string op : "*")(const ref mat4 matrix) const 536 { 537 float xx, yy, zz, ww; 538 xx = x * matrix.m[0*4 + 0] + 539 y * matrix.m[0*4 + 1] + 540 z * matrix.m[0*4 + 2] + 541 matrix.m[0*4 + 3]; 542 yy = x * matrix.m[1*4 + 0] + 543 y * matrix.m[1*4 + 1] + 544 z * matrix.m[1*4 + 2] + 545 matrix.m[1*4 + 3]; 546 zz = x * matrix.m[2*4 + 0] + 547 y * matrix.m[2*4 + 1] + 548 z * matrix.m[2*4 + 2] + 549 matrix.m[2*4 + 3]; 550 ww = x * matrix.m[3*4 + 0] + 551 y * matrix.m[3*4 + 1] + 552 z * matrix.m[3*4 + 2] + 553 matrix.m[3*4 + 3]; 554 if (ww == 1.0f) 555 return vec3(xx, yy, zz); 556 else 557 return vec3(xx / ww, yy / ww, zz / ww); 558 } 559 560 @property string toString() { 561 return "(%f,%f,%f)".format(x, y, z); 562 } 563 } 564 565 /// 4 component vector 566 struct vec4 { 567 union { 568 float[4] vec; 569 struct { 570 float x; 571 float y; 572 float z; 573 float w; 574 } 575 } 576 alias r = x; 577 alias g = y; 578 alias b = z; 579 alias a = w; 580 /// create with all components filled with specified value 581 this(float v) { 582 x = y = z = w = v; 583 } 584 this(float[4] v) { 585 vec = v; 586 } 587 this(vec4 v) { 588 vec = v.vec; 589 } 590 this(float x, float y, float z, float w) { 591 vec[0] = x; 592 vec[1] = y; 593 vec[2] = z; 594 vec[3] = w; 595 } 596 this(vec3 v) { 597 vec[0] = v.vec[0]; 598 vec[1] = v.vec[1]; 599 vec[2] = v.vec[2]; 600 vec[3] = 1.0f; 601 } 602 ref vec4 opAssign(const float[4] v) { 603 vec = v; 604 return this; 605 } 606 ref vec4 opAssign(const vec4 v) { 607 vec = v.vec; 608 return this; 609 } 610 ref vec4 opAssign(float x, float y, float z, float w) { 611 vec[0] = x; 612 vec[1] = y; 613 vec[2] = z; 614 vec[3] = w; 615 return this; 616 } 617 ref vec4 opAssign(const vec3 v) { 618 vec[0] = v.vec[0]; 619 vec[1] = v.vec[1]; 620 vec[2] = v.vec[2]; 621 vec[3] = 1.0f; 622 return this; 623 } 624 625 626 /// fill all components of vector with specified value 627 ref vec4 clear(float v) { 628 vec[0] = vec[1] = vec[2] = vec[3] = v; 629 return this; 630 } 631 /// add value to all components of vector 632 ref vec4 add(float v) { 633 vec[0] += v; 634 vec[1] += v; 635 vec[2] += v; 636 vec[3] += v; 637 return this; 638 } 639 /// multiply all components of vector by value 640 ref vec4 mul(float v) { 641 vec[0] *= v; 642 vec[1] *= v; 643 vec[2] *= v; 644 vec[3] *= v; 645 return this; 646 } 647 /// subtract value from all components of vector 648 ref vec4 sub(float v) { 649 vec[0] -= v; 650 vec[1] -= v; 651 vec[2] -= v; 652 vec[3] -= v; 653 return this; 654 } 655 /// divide all components of vector by value 656 ref vec4 div(float v) { 657 vec[0] /= v; 658 vec[1] /= v; 659 vec[2] /= v; 660 vec[3] /= v; 661 return this; 662 } 663 /// add components of another vector to corresponding components of this vector 664 ref vec4 add(const vec4 v) { 665 vec[0] += v.vec[0]; 666 vec[1] += v.vec[1]; 667 vec[2] += v.vec[2]; 668 vec[3] += v.vec[3]; 669 return this; 670 } 671 /// multiply components of this vector by corresponding components of another vector 672 ref vec4 mul(vec4 v) { 673 vec[0] *= v.vec[0]; 674 vec[1] *= v.vec[1]; 675 vec[2] *= v.vec[2]; 676 vec[3] *= v.vec[3]; 677 return this; 678 } 679 /// subtract components of another vector from corresponding components of this vector 680 ref vec4 sub(vec4 v) { 681 vec[0] -= v.vec[0]; 682 vec[1] -= v.vec[1]; 683 vec[2] -= v.vec[2]; 684 vec[3] -= v.vec[3]; 685 return this; 686 } 687 /// divide components of this vector by corresponding components of another vector 688 ref vec4 div(vec4 v) { 689 vec[0] /= v.vec[0]; 690 vec[1] /= v.vec[1]; 691 vec[2] /= v.vec[2]; 692 vec[3] /= v.vec[3]; 693 return this; 694 } 695 696 /// add value to all components of vector 697 vec4 opBinary(string op : "+")(float v) const { 698 vec4 res = this; 699 res.vec[0] += v; 700 res.vec[1] += v; 701 res.vec[2] += v; 702 res.vec[3] += v; 703 return res; 704 } 705 /// multiply all components of vector by value 706 vec4 opBinary(string op : "*")(float v) const { 707 vec4 res = this; 708 res.vec[0] *= v; 709 res.vec[1] *= v; 710 res.vec[2] *= v; 711 res.vec[3] *= v; 712 return res; 713 } 714 /// subtract value from all components of vector 715 vec4 opBinary(string op : "-")(float v) const { 716 vec4 res = this; 717 res.vec[0] -= v; 718 res.vec[1] -= v; 719 res.vec[2] -= v; 720 res.vec[3] -= v; 721 return res; 722 } 723 /// divide all components of vector by value 724 vec4 opBinary(string op : "/")(float v) const { 725 vec4 res = this; 726 res.vec[0] /= v; 727 res.vec[1] /= v; 728 res.vec[2] /= v; 729 res.vec[3] /= v; 730 return res; 731 } 732 733 /// add value to all components of vector 734 ref vec4 opOpAssign(string op : "+")(float v) { 735 vec[0] += v; 736 vec[1] += v; 737 vec[2] += v; 738 vec[3] += v; 739 return this; 740 } 741 /// multiply all components of vector by value 742 ref vec4 opOpAssign(string op : "*")(float v) { 743 vec[0] *= v; 744 vec[1] *= v; 745 vec[2] *= v; 746 vec[3] *= v; 747 return this; 748 } 749 /// subtract value from all components of vector 750 ref vec4 opOpAssign(string op : "-")(float v) { 751 vec[0] -= v; 752 vec[1] -= v; 753 vec[2] -= v; 754 vec[3] -= v; 755 return this; 756 } 757 /// divide all components of vector by value 758 ref vec4 opOpAssign(string op : "/")(float v) { 759 vec[0] /= v; 760 vec[1] /= v; 761 vec[2] /= v; 762 vec[3] /= v; 763 return this; 764 } 765 766 /// by component add values of corresponding components of other vector 767 ref vec4 opOpAssign(string op : "+")(const vec4 v) { 768 vec[0] += v.vec[0]; 769 vec[1] += v.vec[1]; 770 vec[2] += v.vec[2]; 771 vec[3] += v.vec[3]; 772 return this; 773 } 774 /// by component multiply values of corresponding components of other vector 775 ref vec4 opOpAssign(string op : "*")(const vec4 v) { 776 vec[0] *= v.vec[0]; 777 vec[1] *= v.vec[1]; 778 vec[2] *= v.vec[2]; 779 vec[3] *= v.vec[3]; 780 return this; 781 } 782 /// by component subtract values of corresponding components of other vector 783 ref vec4 opOpAssign(string op : "-")(const vec4 v) { 784 vec[0] -= v.vec[0]; 785 vec[1] -= v.vec[1]; 786 vec[2] -= v.vec[2]; 787 vec[3] -= v.vec[3]; 788 return this; 789 } 790 /// by component divide values of corresponding components of other vector 791 ref vec4 opOpAssign(string op : "/")(const vec4 v) { 792 vec[0] /= v.vec[0]; 793 vec[1] /= v.vec[1]; 794 vec[2] /= v.vec[2]; 795 vec[3] /= v.vec[3]; 796 return this; 797 } 798 799 800 801 /// add value to all components of vector 802 vec4 opBinary(string op : "+")(const vec4 v) const { 803 vec4 res = this; 804 res.vec[0] += v.vec[0]; 805 res.vec[1] += v.vec[1]; 806 res.vec[2] += v.vec[2]; 807 res.vec[3] += v.vec[3]; 808 return res; 809 } 810 /// subtract value from all components of vector 811 vec4 opBinary(string op : "-")(const vec4 v) const { 812 vec4 res = this; 813 res.vec[0] -= v.vec[0]; 814 res.vec[1] -= v.vec[1]; 815 res.vec[2] -= v.vec[2]; 816 res.vec[3] -= v.vec[3]; 817 return res; 818 } 819 /// subtract value from all components of vector 820 float opBinary(string op : "*")(const vec4 v) const { 821 return dot(v); 822 } 823 /// dot product (sum of by-component products of vector components) 824 float dot(vec4 v) const { 825 float res = 0.0f; 826 res += vec[0] * v.vec[0]; 827 res += vec[1] * v.vec[1]; 828 res += vec[2] * v.vec[2]; 829 res += vec[3] * v.vec[3]; 830 return res; 831 } 832 833 /// returns vector with all components which are negative of components for this vector 834 vec4 opUnary(string op : "-")() const { 835 vec4 ret = this; 836 ret[0] = -vec[0]; 837 ret[1] = -vec[1]; 838 ret[2] = -vec[2]; 839 ret[3] = -vec[3]; 840 return ret; 841 } 842 843 844 845 /// sum of squares of all vector components 846 @property float magnitudeSquared() { 847 return vec[0]*vec[0] + vec[1]*vec[1] + vec[2]*vec[2] + vec[3]*vec[3]; 848 } 849 850 /// length of vector 851 @property float magnitude() { 852 return sqrt(magnitudeSquared); 853 } 854 855 alias length = magnitude; 856 857 /// normalize vector: make its length == 1 858 void normalize() { 859 div(length); 860 } 861 862 /// returns normalized copy of this vector 863 @property vec4 normalized() { 864 vec4 res = this; 865 res.normalize(); 866 return res; 867 } 868 869 /// multiply vector by matrix 870 vec4 opBinary(string op : "*")(const ref mat4 matrix) const 871 { 872 float xx, yy, zz, ww; 873 xx = x * matrix.m[0*4 + 0] + 874 y * matrix.m[0*4 + 1] + 875 z * matrix.m[0*4 + 2] + 876 w * matrix.m[0*4 + 3]; 877 yy = x * matrix.m[1*4 + 0] + 878 y * matrix.m[1*4 + 1] + 879 z * matrix.m[1*4 + 2] + 880 w * matrix.m[1*4 + 3]; 881 zz = x * matrix.m[2*4 + 0] + 882 y * matrix.m[2*4 + 1] + 883 z * matrix.m[2*4 + 2] + 884 w * matrix.m[2*4 + 3]; 885 ww = x * matrix.m[3*4 + 0] + 886 y * matrix.m[3*4 + 1] + 887 z * matrix.m[3*4 + 2] + 888 w * matrix.m[3*4 + 3]; 889 return vec4(xx, yy, zz, ww); 890 } 891 892 @property string toString() { 893 return "(%f,%f,%f,%f)".format(x, y, z, w); 894 } 895 } 896 897 bool fuzzyNull(float v) { 898 return v < 0.0000001f && v > -0.0000001f; 899 } 900 901 /// float matrix 4 x 4 902 struct mat4 { 903 float[16] m = [1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1]; 904 905 @property string dump() const { 906 import std.conv : to; 907 return to!string(m[0..4]) ~ to!string(m[4..8]) ~ to!string(m[8..12]) ~ to!string(m[12..16]); 908 } 909 910 //alias m this; 911 912 this(float v) { 913 setDiagonal(v); 914 } 915 916 this(const ref mat4 v) { 917 m[0..16] = v.m[0..16]; 918 } 919 this(const float[16] v) { 920 m[0..16] = v[0..16]; 921 } 922 923 ref mat4 opAssign(const ref mat4 v) { 924 m[0..16] = v.m[0..16]; 925 return this; 926 } 927 ref mat4 opAssign(const mat4 v) { 928 m[0..16] = v.m[0..16]; 929 return this; 930 } 931 ref mat4 opAssign(const float[16] v) { 932 m[0..16] = v[0..16]; 933 return this; 934 } 935 936 void setOrtho(float left, float right, float bottom, float top, float nearPlane, float farPlane) 937 { 938 // Bail out if the projection volume is zero-sized. 939 if (left == right || bottom == top || nearPlane == farPlane) 940 return; 941 942 // Construct the projection. 943 float width = right - left; 944 float invheight = top - bottom; 945 float clip = farPlane - nearPlane; 946 m[0*4 + 0] = 2.0f / width; 947 m[1*4 + 0] = 0.0f; 948 m[2*4 + 0] = 0.0f; 949 m[3*4 + 0] = -(left + right) / width; 950 m[0*4 + 1] = 0.0f; 951 m[1*4 + 1] = 2.0f / invheight; 952 m[2*4 + 1] = 0.0f; 953 m[3*4 + 1] = -(top + bottom) / invheight; 954 m[0*4 + 2] = 0.0f; 955 m[1*4 + 2] = 0.0f; 956 m[2*4 + 2] = -2.0f / clip; 957 m[3*4 + 2] = -(nearPlane + farPlane) / clip; 958 m[0*4 + 3] = 0.0f; 959 m[1*4 + 3] = 0.0f; 960 m[2*4 + 3] = 0.0f; 961 m[3*4 + 3] = 1.0f; 962 } 963 964 void setPerspective(float angle, float aspect, float nearPlane, float farPlane) 965 { 966 // Bail out if the projection volume is zero-sized. 967 float radians = (angle / 2.0f) * PI / 180.0f; 968 if (nearPlane == farPlane || aspect == 0.0f || radians < 0.0001f) 969 return; 970 float f = 1 / tan(radians); 971 float d = 1 / (nearPlane - farPlane); 972 973 // Construct the projection. 974 m[0*4 + 0] = f / aspect; 975 m[1*4 + 0] = 0.0f; 976 m[2*4 + 0] = 0.0f; 977 m[3*4 + 0] = 0.0f; 978 979 m[0*4 + 1] = 0.0f; 980 m[1*4 + 1] = f; 981 m[2*4 + 1] = 0.0f; 982 m[3*4 + 1] = 0.0f; 983 984 m[0*4 + 2] = 0.0f; 985 m[1*4 + 2] = 0.0f; 986 m[2*4 + 2] = (nearPlane + farPlane) * d; 987 m[3*4 + 2] = 2.0f * nearPlane * farPlane * d; 988 989 m[0*4 + 3] = 0.0f; 990 m[1*4 + 3] = 0.0f; 991 m[2*4 + 3] = -1.0f; 992 m[3*4 + 3] = 0.0f; 993 } 994 995 ref mat4 lookAt(const vec3 eye, const vec3 center, const vec3 up) { 996 vec3 forward = (center - eye).normalized(); 997 vec3 side = vec3.crossProduct(forward, up).normalized(); 998 vec3 upVector = vec3.crossProduct(side, forward); 999 1000 mat4 m; 1001 m.setIdentity(); 1002 m[0*4 + 0] = side.x; 1003 m[1*4 + 0] = side.y; 1004 m[2*4 + 0] = side.z; 1005 m[3*4 + 0] = 0.0f; 1006 m[0*4 + 1] = upVector.x; 1007 m[1*4 + 1] = upVector.y; 1008 m[2*4 + 1] = upVector.z; 1009 m[3*4 + 1] = 0.0f; 1010 m[0*4 + 2] = -forward.x; 1011 m[1*4 + 2] = -forward.y; 1012 m[2*4 + 2] = -forward.z; 1013 m[3*4 + 2] = 0.0f; 1014 m[0*4 + 3] = 0.0f; 1015 m[1*4 + 3] = 0.0f; 1016 m[2*4 + 3] = 0.0f; 1017 m[3*4 + 3] = 1.0f; 1018 1019 this *= m; 1020 translate(-eye); 1021 return this; 1022 } 1023 1024 /// transpose matrix 1025 void transpose() { 1026 float[16] tmp = [ 1027 m[0], m[4], m[8], m[12], 1028 m[1], m[5], m[9], m[13], 1029 m[2], m[6], m[10], m[14], 1030 m[3], m[7], m[11], m[15] 1031 ]; 1032 m = tmp; 1033 } 1034 1035 mat4 invert() const 1036 { 1037 float a0 = m[0] * m[5] - m[1] * m[4]; 1038 float a1 = m[0] * m[6] - m[2] * m[4]; 1039 float a2 = m[0] * m[7] - m[3] * m[4]; 1040 float a3 = m[1] * m[6] - m[2] * m[5]; 1041 float a4 = m[1] * m[7] - m[3] * m[5]; 1042 float a5 = m[2] * m[7] - m[3] * m[6]; 1043 float b0 = m[8] * m[13] - m[9] * m[12]; 1044 float b1 = m[8] * m[14] - m[10] * m[12]; 1045 float b2 = m[8] * m[15] - m[11] * m[12]; 1046 float b3 = m[9] * m[14] - m[10] * m[13]; 1047 float b4 = m[9] * m[15] - m[11] * m[13]; 1048 float b5 = m[10] * m[15] - m[11] * m[14]; 1049 1050 // Calculate the determinant. 1051 float det = a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0; 1052 1053 mat4 inverse; 1054 1055 // Close to zero, can't invert. 1056 if (fabs(det) <= 0.00000001f) 1057 return inverse; 1058 1059 // Support the case where m == dst. 1060 inverse.m[0] = m[5] * b5 - m[6] * b4 + m[7] * b3; 1061 inverse.m[1] = -m[1] * b5 + m[2] * b4 - m[3] * b3; 1062 inverse.m[2] = m[13] * a5 - m[14] * a4 + m[15] * a3; 1063 inverse.m[3] = -m[9] * a5 + m[10] * a4 - m[11] * a3; 1064 1065 inverse.m[4] = -m[4] * b5 + m[6] * b2 - m[7] * b1; 1066 inverse.m[5] = m[0] * b5 - m[2] * b2 + m[3] * b1; 1067 inverse.m[6] = -m[12] * a5 + m[14] * a2 - m[15] * a1; 1068 inverse.m[7] = m[8] * a5 - m[10] * a2 + m[11] * a1; 1069 1070 inverse.m[8] = m[4] * b4 - m[5] * b2 + m[7] * b0; 1071 inverse.m[9] = -m[0] * b4 + m[1] * b2 - m[3] * b0; 1072 inverse.m[10] = m[12] * a4 - m[13] * a2 + m[15] * a0; 1073 inverse.m[11] = -m[8] * a4 + m[9] * a2 - m[11] * a0; 1074 1075 inverse.m[12] = -m[4] * b3 + m[5] * b1 - m[6] * b0; 1076 inverse.m[13] = m[0] * b3 - m[1] * b1 + m[2] * b0; 1077 inverse.m[14] = -m[12] * a3 + m[13] * a1 - m[14] * a0; 1078 inverse.m[15] = m[8] * a3 - m[9] * a1 + m[10] * a0; 1079 1080 float mul = 1.0f / det; 1081 inverse *= mul; 1082 return inverse; 1083 } 1084 1085 ref mat4 setLookAt(const vec3 eye, const vec3 center, const vec3 up) { 1086 setIdentity(); 1087 lookAt(eye, center, up); 1088 return this; 1089 } 1090 1091 ref mat4 translate(const vec3 v) { 1092 m[3*4 + 0] += m[0*4 + 0] * v.x + m[1*4 + 0] * v.y + m[2*4 + 0] * v.z; 1093 m[3*4 + 1] += m[0*4 + 1] * v.x + m[1*4 + 1] * v.y + m[2*4 + 1] * v.z; 1094 m[3*4 + 2] += m[0*4 + 2] * v.x + m[1*4 + 2] * v.y + m[2*4 + 2] * v.z; 1095 m[3*4 + 3] += m[0*4 + 3] * v.x + m[1*4 + 3] * v.y + m[2*4 + 3] * v.z; 1096 return this; 1097 } 1098 1099 ref mat4 translate(float x, float y, float z) { 1100 m[3*4 + 0] += m[0*4 + 0] * x + m[1*4 + 0] * y + m[2*4 + 0] * z; 1101 m[3*4 + 1] += m[0*4 + 1] * x + m[1*4 + 1] * y + m[2*4 + 1] * z; 1102 m[3*4 + 2] += m[0*4 + 2] * x + m[1*4 + 2] * y + m[2*4 + 2] * z; 1103 m[3*4 + 3] += m[0*4 + 3] * x + m[1*4 + 3] * y + m[2*4 + 3] * z; 1104 return this; 1105 } 1106 1107 /// add scalar to all items of matrix 1108 mat4 opBinary(string op : "+")(float v) const { 1109 foreach(ref item; m) 1110 item += v; 1111 } 1112 1113 /// multiply this matrix by scalar 1114 mat4 opBinary(string op : "-")(float v) const { 1115 foreach(ref item; m) 1116 item -= v; 1117 } 1118 1119 /// multiply this matrix by scalar 1120 mat4 opBinary(string op : "*")(float v) const { 1121 foreach(ref item; m) 1122 item *= v; 1123 } 1124 1125 /// multiply this matrix by scalar 1126 mat4 opBinary(string op : "/")(float v) const { 1127 foreach(ref item; m) 1128 item /= v; 1129 } 1130 1131 /// multiply this matrix by another matrix 1132 mat4 opBinary(string op : "*")(const ref mat4 m2) const { 1133 return mul(this, m2); 1134 } 1135 1136 /// multiply this matrix by another matrix 1137 void opOpAssign(string op : "*")(const ref mat4 m2) { 1138 this = mul(this, m2); 1139 } 1140 1141 /// multiply two matrices 1142 static mat4 mul(const ref mat4 m1, const ref mat4 m2) { 1143 mat4 m; 1144 m.m[0*4 + 0] = 1145 m1.m[0*4 + 0] * m2.m[0*4 + 0] + 1146 m1.m[1*4 + 0] * m2.m[0*4 + 1] + 1147 m1.m[2*4 + 0] * m2.m[0*4 + 2] + 1148 m1.m[3*4 + 0] * m2.m[0*4 + 3]; 1149 m.m[0*4 + 1] = 1150 m1.m[0*4 + 1] * m2.m[0*4 + 0] + 1151 m1.m[1*4 + 1] * m2.m[0*4 + 1] + 1152 m1.m[2*4 + 1] * m2.m[0*4 + 2] + 1153 m1.m[3*4 + 1] * m2.m[0*4 + 3]; 1154 m.m[0*4 + 2] = 1155 m1.m[0*4 + 2] * m2.m[0*4 + 0] + 1156 m1.m[1*4 + 2] * m2.m[0*4 + 1] + 1157 m1.m[2*4 + 2] * m2.m[0*4 + 2] + 1158 m1.m[3*4 + 2] * m2.m[0*4 + 3]; 1159 m.m[0*4 + 3] = 1160 m1.m[0*4 + 3] * m2.m[0*4 + 0] + 1161 m1.m[1*4 + 3] * m2.m[0*4 + 1] + 1162 m1.m[2*4 + 3] * m2.m[0*4 + 2] + 1163 m1.m[3*4 + 3] * m2.m[0*4 + 3]; 1164 m.m[1*4 + 0] = 1165 m1.m[0*4 + 0] * m2.m[1*4 + 0] + 1166 m1.m[1*4 + 0] * m2.m[1*4 + 1] + 1167 m1.m[2*4 + 0] * m2.m[1*4 + 2] + 1168 m1.m[3*4 + 0] * m2.m[1*4 + 3]; 1169 m.m[1*4 + 1] = 1170 m1.m[0*4 + 1] * m2.m[1*4 + 0] + 1171 m1.m[1*4 + 1] * m2.m[1*4 + 1] + 1172 m1.m[2*4 + 1] * m2.m[1*4 + 2] + 1173 m1.m[3*4 + 1] * m2.m[1*4 + 3]; 1174 m.m[1*4 + 2] = 1175 m1.m[0*4 + 2] * m2.m[1*4 + 0] + 1176 m1.m[1*4 + 2] * m2.m[1*4 + 1] + 1177 m1.m[2*4 + 2] * m2.m[1*4 + 2] + 1178 m1.m[3*4 + 2] * m2.m[1*4 + 3]; 1179 m.m[1*4 + 3] = 1180 m1.m[0*4 + 3] * m2.m[1*4 + 0] + 1181 m1.m[1*4 + 3] * m2.m[1*4 + 1] + 1182 m1.m[2*4 + 3] * m2.m[1*4 + 2] + 1183 m1.m[3*4 + 3] * m2.m[1*4 + 3]; 1184 m.m[2*4 + 0] = 1185 m1.m[0*4 + 0] * m2.m[2*4 + 0] + 1186 m1.m[1*4 + 0] * m2.m[2*4 + 1] + 1187 m1.m[2*4 + 0] * m2.m[2*4 + 2] + 1188 m1.m[3*4 + 0] * m2.m[2*4 + 3]; 1189 m.m[2*4 + 1] = 1190 m1.m[0*4 + 1] * m2.m[2*4 + 0] + 1191 m1.m[1*4 + 1] * m2.m[2*4 + 1] + 1192 m1.m[2*4 + 1] * m2.m[2*4 + 2] + 1193 m1.m[3*4 + 1] * m2.m[2*4 + 3]; 1194 m.m[2*4 + 2] = 1195 m1.m[0*4 + 2] * m2.m[2*4 + 0] + 1196 m1.m[1*4 + 2] * m2.m[2*4 + 1] + 1197 m1.m[2*4 + 2] * m2.m[2*4 + 2] + 1198 m1.m[3*4 + 2] * m2.m[2*4 + 3]; 1199 m.m[2*4 + 3] = 1200 m1.m[0*4 + 3] * m2.m[2*4 + 0] + 1201 m1.m[1*4 + 3] * m2.m[2*4 + 1] + 1202 m1.m[2*4 + 3] * m2.m[2*4 + 2] + 1203 m1.m[3*4 + 3] * m2.m[2*4 + 3]; 1204 m.m[3*4 + 0] = 1205 m1.m[0*4 + 0] * m2.m[3*4 + 0] + 1206 m1.m[1*4 + 0] * m2.m[3*4 + 1] + 1207 m1.m[2*4 + 0] * m2.m[3*4 + 2] + 1208 m1.m[3*4 + 0] * m2.m[3*4 + 3]; 1209 m.m[3*4 + 1] = 1210 m1.m[0*4 + 1] * m2.m[3*4 + 0] + 1211 m1.m[1*4 + 1] * m2.m[3*4 + 1] + 1212 m1.m[2*4 + 1] * m2.m[3*4 + 2] + 1213 m1.m[3*4 + 1] * m2.m[3*4 + 3]; 1214 m.m[3*4 + 2] = 1215 m1.m[0*4 + 2] * m2.m[3*4 + 0] + 1216 m1.m[1*4 + 2] * m2.m[3*4 + 1] + 1217 m1.m[2*4 + 2] * m2.m[3*4 + 2] + 1218 m1.m[3*4 + 2] * m2.m[3*4 + 3]; 1219 m.m[3*4 + 3] = 1220 m1.m[0*4 + 3] * m2.m[3*4 + 0] + 1221 m1.m[1*4 + 3] * m2.m[3*4 + 1] + 1222 m1.m[2*4 + 3] * m2.m[3*4 + 2] + 1223 m1.m[3*4 + 3] * m2.m[3*4 + 3]; 1224 return m; 1225 } 1226 1227 /// multiply matrix by vec3 1228 vec3 opBinary(string op : "*")(const vec3 vector) const 1229 { 1230 float x, y, z, w; 1231 x = vector.x * m[0*4 + 0] + 1232 vector.y * m[1*4 + 0] + 1233 vector.z * m[2*4 + 0] + 1234 m[3*4 + 0]; 1235 y = vector.x * m[0*4 + 1] + 1236 vector.y * m[1*4 + 1] + 1237 vector.z * m[2*4 + 1] + 1238 m[3*4 + 1]; 1239 z = vector.x * m[0*4 + 2] + 1240 vector.y * m[1*4 + 2] + 1241 vector.z * m[2*4 + 2] + 1242 m[3*4 + 2]; 1243 w = vector.x * m[0*4 + 3] + 1244 vector.y * m[1*4 + 3] + 1245 vector.z * m[2*4 + 3] + 1246 m[3*4 + 3]; 1247 if (w == 1.0f) 1248 return vec3(x, y, z); 1249 else 1250 return vec3(x / w, y / w, z / w); 1251 } 1252 1253 /// multiply matrix by vec4 1254 vec4 opBinary(string op : "*")(const vec4 vector) const 1255 { 1256 float x, y, z, w; 1257 x = vector.x * m[0*4 + 0] + 1258 vector.y * m[1*4 + 0] + 1259 vector.z * m[2*4 + 0] + 1260 vector.w * m[3*4 + 0]; 1261 y = vector.x * m[0*4 + 1] + 1262 vector.y * m[1*4 + 1] + 1263 vector.z * m[2*4 + 1] + 1264 vector.w * m[3*4 + 1]; 1265 z = vector.x * m[0*4 + 2] + 1266 vector.y * m[1*4 + 2] + 1267 vector.z * m[2*4 + 2] + 1268 vector.w * m[3*4 + 2]; 1269 w = vector.x * m[0*4 + 3] + 1270 vector.y * m[1*4 + 3] + 1271 vector.z * m[2*4 + 3] + 1272 vector.w * m[3*4 + 3]; 1273 return vec4(x, y, z, w); 1274 } 1275 1276 /// 2d index by row, col 1277 ref float opIndex(int y, int x) { 1278 return m[y*4 + x]; 1279 } 1280 1281 /// 2d index by row, col 1282 float opIndex(int y, int x) const { 1283 return m[y*4 + x]; 1284 } 1285 1286 /// scalar index by rows then (y*4 + x) 1287 ref float opIndex(int index) { 1288 return m[index]; 1289 } 1290 1291 /// scalar index by rows then (y*4 + x) 1292 float opIndex(int index) const { 1293 return m[index]; 1294 } 1295 1296 /// set to identity: fill all items of matrix with zero except main diagonal items which will be assigned to 1.0f 1297 ref mat4 setIdentity() { 1298 return setDiagonal(1.0f); 1299 } 1300 /// set to diagonal: fill all items of matrix with zero except main diagonal items which will be assigned to v 1301 ref mat4 setDiagonal(float v) { 1302 for (int x = 0; x < 4; x++) { 1303 for (int y = 0; y < 4; y++) { 1304 if (x == y) 1305 m[y * 4 + x] = v; 1306 else 1307 m[y * 4 + x] = 0.0f; 1308 } 1309 } 1310 return this; 1311 } 1312 /// fill all items of matrix with specified value 1313 ref mat4 fill(float v) { 1314 foreach(ref f; m) 1315 f = v; 1316 return this; 1317 } 1318 /// fill all items of matrix with zero 1319 ref mat4 setZero() { 1320 foreach(ref f; m) 1321 f = 0.0f; 1322 return this; 1323 } 1324 /// creates identity matrix 1325 static mat4 identity() { 1326 mat4 res; 1327 return res.setIdentity(); 1328 } 1329 /// creates zero matrix 1330 static mat4 zero() { 1331 mat4 res; 1332 return res.setZero(); 1333 } 1334 1335 1336 /// add value to all components of matrix 1337 void opOpAssign(string op : "+")(float v) { 1338 foreach(ref item; m) 1339 item += v; 1340 } 1341 /// multiply all components of matrix by value 1342 void opOpAssign(string op : "*")(float v) { 1343 foreach(ref item; m) 1344 item *= v; 1345 } 1346 /// subtract value from all components of matrix 1347 void opOpAssign(string op : "-")(float v) { 1348 foreach(ref item; m) 1349 item -= v; 1350 } 1351 /// divide all components of vector by matrix 1352 void opOpAssign(string op : "/")(float v) { 1353 foreach(ref item; m) 1354 item /= v; 1355 } 1356 1357 /// inplace rotate around Z axis 1358 ref mat4 rotatez(float angle) { 1359 return rotate(angle, 0, 0, 1); 1360 } 1361 1362 /// inplace rotate around X axis 1363 ref mat4 rotatex(float angle) { 1364 return rotate(angle, 1, 0, 0); 1365 } 1366 1367 /// inplace rotate around Y axis 1368 ref mat4 rotatey(float angle) { 1369 return rotate(angle, 0, 1, 0); 1370 } 1371 1372 ref mat4 rotate(float angle, const vec3 axis) { 1373 return rotate(angle, axis.x, axis.y, axis.z); 1374 } 1375 1376 ref mat4 rotate(float angle, float x, float y, float z) { 1377 if (angle == 0.0f) 1378 return this; 1379 mat4 m; 1380 float c, s, ic; 1381 if (angle == 90.0f || angle == -270.0f) { 1382 s = 1.0f; 1383 c = 0.0f; 1384 } else if (angle == -90.0f || angle == 270.0f) { 1385 s = -1.0f; 1386 c = 0.0f; 1387 } else if (angle == 180.0f || angle == -180.0f) { 1388 s = 0.0f; 1389 c = -1.0f; 1390 } else { 1391 float a = angle * PI / 180.0f; 1392 c = cos(a); 1393 s = sin(a); 1394 } 1395 bool quick = false; 1396 if (x == 0.0f) { 1397 if (y == 0.0f) { 1398 if (z != 0.0f) { 1399 // Rotate around the Z axis. 1400 m.setIdentity(); 1401 m.m[0*4 + 0] = c; 1402 m.m[1*4 + 1] = c; 1403 if (z < 0.0f) { 1404 m.m[1*4 + 0] = s; 1405 m.m[0*4 + 1] = -s; 1406 } else { 1407 m.m[1*4 + 0] = -s; 1408 m.m[0*4 + 1] = s; 1409 } 1410 quick = true; 1411 } 1412 } else if (z == 0.0f) { 1413 // Rotate around the Y axis. 1414 m.setIdentity(); 1415 m.m[0*4 + 0] = c; 1416 m.m[2*4 + 2] = c; 1417 if (y < 0.0f) { 1418 m.m[2*4 + 0] = -s; 1419 m.m[0*4 + 2] = s; 1420 } else { 1421 m.m[2*4 + 0] = s; 1422 m.m[0*4 + 2] = -s; 1423 } 1424 quick = true; 1425 } 1426 } else if (y == 0.0f && z == 0.0f) { 1427 // Rotate around the X axis. 1428 m.setIdentity(); 1429 m.m[1*4 + 1] = c; 1430 m.m[2*4 + 2] = c; 1431 if (x < 0.0f) { 1432 m.m[2*4 + 1] = s; 1433 m.m[1*4 + 2] = -s; 1434 } else { 1435 m.m[2*4 + 1] = -s; 1436 m.m[1*4 + 2] = s; 1437 } 1438 quick = true; 1439 } 1440 if (!quick) { 1441 float len = x * x + y * y + z * z; 1442 if (!fuzzyNull(len - 1.0f) && !fuzzyNull(len)) { 1443 len = sqrt(len); 1444 x /= len; 1445 y /= len; 1446 z /= len; 1447 } 1448 ic = 1.0f - c; 1449 m.m[0*4 + 0] = x * x * ic + c; 1450 m.m[1*4 + 0] = x * y * ic - z * s; 1451 m.m[2*4 + 0] = x * z * ic + y * s; 1452 m.m[3*4 + 0] = 0.0f; 1453 m.m[0*4 + 1] = y * x * ic + z * s; 1454 m.m[1*4 + 1] = y * y * ic + c; 1455 m.m[2*4 + 1] = y * z * ic - x * s; 1456 m.m[3*4 + 1] = 0.0f; 1457 m.m[0*4 + 2] = x * z * ic - y * s; 1458 m.m[1*4 + 2] = y * z * ic + x * s; 1459 m.m[2*4 + 2] = z * z * ic + c; 1460 m.m[3*4 + 2] = 0.0f; 1461 m.m[0*4 + 3] = 0.0f; 1462 m.m[1*4 + 3] = 0.0f; 1463 m.m[2*4 + 3] = 0.0f; 1464 m.m[3*4 + 3] = 1.0f; 1465 } 1466 this *= m; 1467 return this; 1468 } 1469 1470 ref mat4 rotateX(float angle) { 1471 return rotate(angle, 1, 0, 0); 1472 } 1473 1474 ref mat4 rotateY(float angle) { 1475 return rotate(angle, 0, 1, 0); 1476 } 1477 1478 ref mat4 rotateZ(float angle) { 1479 return rotate(angle, 0, 0, 1); 1480 } 1481 1482 ref mat4 scale(float x, float y, float z) { 1483 m[0*4 + 0] *= x; 1484 m[0*4 + 1] *= x; 1485 m[0*4 + 2] *= x; 1486 m[0*4 + 3] *= x; 1487 m[1*4 + 0] *= y; 1488 m[1*4 + 1] *= y; 1489 m[1*4 + 2] *= y; 1490 m[1*4 + 3] *= y; 1491 m[2*4 + 0] *= z; 1492 m[2*4 + 1] *= z; 1493 m[2*4 + 2] *= z; 1494 m[2*4 + 3] *= z; 1495 return this; 1496 } 1497 1498 ref mat4 scale(float v) { 1499 m[0*4 + 0] *= v; 1500 m[0*4 + 1] *= v; 1501 m[0*4 + 2] *= v; 1502 m[0*4 + 3] *= v; 1503 m[1*4 + 0] *= v; 1504 m[1*4 + 1] *= v; 1505 m[1*4 + 2] *= v; 1506 m[1*4 + 3] *= v; 1507 m[2*4 + 0] *= v; 1508 m[2*4 + 1] *= v; 1509 m[2*4 + 2] *= v; 1510 m[2*4 + 3] *= v; 1511 //m[3*4 + 0] *= v; 1512 //m[3*4 + 1] *= v; 1513 //m[3*4 + 2] *= v; 1514 //m[3*4 + 3] *= v; 1515 return this; 1516 } 1517 1518 ref mat4 scale(const vec3 v) { 1519 m[0*4 + 0] *= v.x; 1520 m[0*4 + 1] *= v.x; 1521 m[0*4 + 2] *= v.x; 1522 m[0*4 + 3] *= v.x; 1523 m[1*4 + 0] *= v.y; 1524 m[1*4 + 1] *= v.y; 1525 m[1*4 + 2] *= v.y; 1526 m[1*4 + 3] *= v.y; 1527 m[2*4 + 0] *= v.z; 1528 m[2*4 + 1] *= v.z; 1529 m[2*4 + 2] *= v.z; 1530 m[2*4 + 3] *= v.z; 1531 return this; 1532 } 1533 1534 static mat4 translation(float x, float y, float z) { 1535 // TODO 1536 mat4 res = 1; 1537 return res; 1538 } 1539 1540 /** 1541 * Decomposes the scale, rotation and translation components of this matrix. 1542 * 1543 * @param scale The scale. 1544 * @param rotation The rotation. 1545 * @param translation The translation. 1546 */ 1547 bool decompose(vec3 * scale, vec4 * rotation, vec3 * translation) const { 1548 if (translation) 1549 { 1550 // Extract the translation. 1551 translation.x = m[12]; 1552 translation.y = m[13]; 1553 translation.z = m[14]; 1554 } 1555 1556 // Nothing left to do. 1557 if (!scale && !rotation) 1558 return true; 1559 1560 // Extract the scale. 1561 // This is simply the length of each axis (row/column) in the matrix. 1562 vec3 xaxis = vec3(m[0], m[1], m[2]); 1563 float scaleX = xaxis.length(); 1564 1565 vec3 yaxis = vec3(m[4], m[5], m[6]); 1566 float scaleY = yaxis.length(); 1567 1568 vec3 zaxis = vec3(m[8], m[9], m[10]); 1569 float scaleZ = zaxis.length(); 1570 1571 // Determine if we have a negative scale (true if determinant is less than zero). 1572 // In this case, we simply negate a single axis of the scale. 1573 float det = determinant(); 1574 if (det < 0) 1575 scaleZ = -scaleZ; 1576 1577 if (scale) 1578 { 1579 scale.x = scaleX; 1580 scale.y = scaleY; 1581 scale.z = scaleZ; 1582 } 1583 1584 // Nothing left to do. 1585 if (!rotation) 1586 return true; 1587 1588 //// Scale too close to zero, can't decompose rotation. 1589 //if (scaleX < MATH_TOLERANCE || scaleY < MATH_TOLERANCE || fabs(scaleZ) < MATH_TOLERANCE) 1590 // return false; 1591 // TODO: support rotation 1592 return false; 1593 } 1594 1595 /** 1596 * Gets the translational component of this matrix in the specified vector. 1597 * 1598 * @param translation A vector to receive the translation. 1599 */ 1600 void getTranslation(ref vec3 translation) const 1601 { 1602 decompose(null, null, &translation); 1603 } 1604 1605 @property float determinant() const 1606 { 1607 float a0 = m[0] * m[5] - m[1] * m[4]; 1608 float a1 = m[0] * m[6] - m[2] * m[4]; 1609 float a2 = m[0] * m[7] - m[3] * m[4]; 1610 float a3 = m[1] * m[6] - m[2] * m[5]; 1611 float a4 = m[1] * m[7] - m[3] * m[5]; 1612 float a5 = m[2] * m[7] - m[3] * m[6]; 1613 float b0 = m[8] * m[13] - m[9] * m[12]; 1614 float b1 = m[8] * m[14] - m[10] * m[12]; 1615 float b2 = m[8] * m[15] - m[11] * m[12]; 1616 float b3 = m[9] * m[14] - m[10] * m[13]; 1617 float b4 = m[9] * m[15] - m[11] * m[13]; 1618 float b5 = m[10] * m[15] - m[11] * m[14]; 1619 // Calculate the determinant. 1620 return (a0 * b5 - a1 * b4 + a2 * b3 + a3 * b2 - a4 * b1 + a5 * b0); 1621 } 1622 1623 @property vec3 forwardVector() const 1624 { 1625 return vec3(-m[8], -m[9], -m[10]); 1626 } 1627 1628 @property vec3 backVector() const 1629 { 1630 return vec3(m[8], m[9], m[10]); 1631 } 1632 1633 void transformVector(ref vec3 v) const { 1634 transformVector(v.x, v.y, v.z, 0, v); 1635 } 1636 1637 void transformPoint(ref vec3 v) const { 1638 transformVector(v.x, v.y, v.z, 1, v); 1639 } 1640 1641 void transformVector(float x, float y, float z, float w, ref vec3 dst) const { 1642 dst.x = x * m[0] + y * m[4] + z * m[8] + w * m[12]; 1643 dst.y = x * m[1] + y * m[5] + z * m[9] + w * m[13]; 1644 dst.z = x * m[2] + y * m[6] + z * m[10] + w * m[14]; 1645 } 1646 1647 static __gshared const mat4 IDENTITY; 1648 } 1649 1650 1651 1652 unittest { 1653 vec3 a, b, c; 1654 a.clear(5); 1655 b.clear(2); 1656 float d = a * b; 1657 auto r1 = a + b; 1658 auto r2 = a - b; 1659 c = a; c += b; 1660 c = a; c -= b; 1661 c = a; c *= b; 1662 c = a; c /= b; 1663 c += 0.3f; 1664 c -= 0.3f; 1665 c *= 0.3f; 1666 c /= 0.3f; 1667 a.x += 0.5f; 1668 a.y += 0.5f; 1669 a.z += 0.5f; 1670 auto v = b.vec; 1671 a = [0.1f, 0.2f, 0.3f]; 1672 a.normalize(); 1673 c = b.normalized; 1674 } 1675 1676 unittest { 1677 vec4 a, b, c; 1678 a.clear(5); 1679 b.clear(2); 1680 float d = a * b; 1681 auto r1 = a + b; 1682 auto r2 = a - b; 1683 c = a; c += b; 1684 c = a; c -= b; 1685 c = a; c *= b; 1686 c = a; c /= b; 1687 c += 0.3f; 1688 c -= 0.3f; 1689 c *= 0.3f; 1690 c /= 0.3f; 1691 a.x += 0.5f; 1692 a.y += 0.5f; 1693 a.z += 0.5f; 1694 auto v = b.vec; 1695 a = [0.1f, 0.2f, 0.3f, 0.4f]; 1696 a.normalize(); 1697 c = b.normalized; 1698 } 1699 1700 unittest { 1701 mat4 m; 1702 m.setIdentity(); 1703 m = [1.0f,2.0f,3.0f,4.0f,5.0f,6.0f,7.0f,8.0f,9.0f,10.0f,11.0f,12.0f,13.0f,14.0f,15.0f,16.0f]; 1704 float r; 1705 r = m[1, 3]; 1706 m[2, 1] = 0.0f; 1707 m += 1; 1708 m -= 2; 1709 m *= 3; 1710 m /= 3; 1711 m.translate(vec3(2, 3, 4)); 1712 m.translate(5, 6, 7); 1713 m.lookAt(vec3(5, 5, 5), vec3(0, 0, 0), vec3(-1, 1, 1)); 1714 m.setLookAt(vec3(5, 5, 5), vec3(0, 0, 0), vec3(-1, 1, 1)); 1715 m.scale(2,3,4); 1716 m.scale(vec3(2,3,4)); 1717 1718 vec3 vv1 = vec3(1,2,3); 1719 auto p1 = m * vv1; 1720 vec3 vv2 = vec3(3,4,5); 1721 auto p2 = vv2 * m; 1722 auto p3 = vec4(1,2,3,4) * m; 1723 auto p4 = m * vec4(1,2,3,4); 1724 1725 m.rotate(30, 1, 1, 1); 1726 m.rotateX(10); 1727 m.rotateY(10); 1728 m.rotateZ(10); 1729 } 1730 1731 /// calculate normal for triangle 1732 vec3 triangleNormal(vec3 p1, vec3 p2, vec3 p3) { 1733 return vec3.crossProduct(p2 - p1, p3 - p2).normalized(); 1734 } 1735 1736 /// calculate normal for triangle 1737 vec3 triangleNormal(float[3] p1, float[3] p2, float[3] p3) { 1738 return vec3.crossProduct(vec3(p2) - vec3(p1), vec3(p3) - vec3(p2)).normalized(); 1739 } 1740 1741 /// Alias for 2d float point 1742 alias PointF = vec2; 1743 1744 1745 1746 1747 // this form can be used within shaders 1748 /// cubic bezier curve 1749 PointF bezierCubic(const PointF[] cp, float t) pure @nogc @safe 1750 in { assert(cp.length > 3); } do 1751 { 1752 // control points 1753 auto p0 = cp[0]; 1754 auto p1 = cp[1]; 1755 auto p2 = cp[2]; 1756 auto p3 = cp[3]; 1757 1758 float u1 = (1.0 - t); 1759 float u2 = t * t; 1760 // the polynomials 1761 float b3 = u2 * t; 1762 float b2 = 3.0 * u2 * u1; 1763 float b1 = 3.0 * t * u1 * u1; 1764 float b0 = u1 * u1 * u1; 1765 // cubic bezier interpolation 1766 PointF p = p0 * b0 + p1 * b1 + p2 * b2 + p3 * b3; 1767 return p; 1768 } 1769 1770 /// quadratic bezier curve (not tested) 1771 PointF bezierQuadratic(const PointF[] cp, float t) pure @nogc @safe 1772 in { assert(cp.length > 2); } do 1773 { 1774 auto p0 = cp[0]; 1775 auto p1 = cp[1]; 1776 auto p2 = cp[2]; 1777 1778 float u1 = (1.0 - t); 1779 float u2 = u1 * u1; 1780 1781 float b2 = t * t; 1782 float b1 = 2.0 * u1 * t; 1783 float b0 = u2; 1784 1785 PointF p = p0 * b0 + p1 * b1 + p2 * b2; 1786 return p; 1787 } 1788 1789 /// cubic bezier (first) derivative 1790 PointF bezierCubicDerivative(const PointF[] cp, float t) pure @nogc @safe 1791 in { assert(cp.length > 3); } do 1792 { 1793 auto p0 = cp[0]; 1794 auto p1 = cp[1]; 1795 auto p2 = cp[2]; 1796 auto p3 = cp[3]; 1797 1798 float u1 = (1.0 - t); 1799 float u2 = t * t; 1800 float u3 = 6*(u1)*t; 1801 float d0 = 3 * u1 * u1; 1802 // -3*P0*(1-t)^2 + P1*(3*(1-t)^2 - 6*(1-t)*t) + P2*(6*(1-t)*t - 3*t^2) + 3*P3*t^2 1803 PointF d = p0*(-d0) + p1*(d0 - u3) + p2*(u3 - 3*u2) + (p3*3)*u2; 1804 return d; 1805 } 1806 1807 /// quadratic bezier (first) derivative 1808 PointF bezierQuadraticDerivative(const PointF[] cp, float t) pure @nogc @safe 1809 in { assert(cp.length > 2); } do 1810 { 1811 auto p0 = cp[0]; 1812 auto p1 = cp[1]; 1813 auto p2 = cp[2]; 1814 1815 float u1 = (1.0 - t); 1816 // -2*(1-t)*(p1-p0) + 2*t*(p2-p1); 1817 PointF d = (p0-p1)*-2*u1 + (p2-p1)*2*t; 1818 return d; 1819 } 1820 1821 // can't be pure due to normalize & vec2 ctor 1822 /// evaluates cubic bezier direction(tangent) at point t 1823 PointF bezierCubicDirection(const PointF[] cp, float t) { 1824 auto d = bezierCubicDerivative(cp,t); 1825 d.normalize(); 1826 return PointF(tan(d.x), tan(d.y)); 1827 } 1828 1829 /// evaluates quadratic bezier direction(tangent) at point t 1830 PointF bezierQuadraticDirection(const PointF[] cp, float t) { 1831 auto d = bezierQuadraticDerivative(cp,t); 1832 d.normalize(); 1833 return PointF(tan(d.x), tan(d.y)); 1834 } 1835 1836 /// templated version of bezier flatten curve function, allocates temporary buffer 1837 PointF[] flattenBezier(alias BezierFunc)(const PointF[] cp, int segmentCountInclusive) 1838 if (is(typeof(BezierFunc)==function)) 1839 { 1840 if (segmentCountInclusive < 2) 1841 return PointF[].init; 1842 PointF[] coords = new PointF[segmentCountInclusive+1]; 1843 flattenBezier!BezierFunc(cp, segmentCountInclusive, coords); 1844 return coords; 1845 } 1846 1847 /// flatten bezier curve function, writes to provided buffer instead of allocation 1848 void flattenBezier(alias BezierFunc)(const PointF[] cp, int segmentCountInclusive, PointF[] outSegments) 1849 if (is(typeof(BezierFunc)==function)) 1850 { 1851 if (segmentCountInclusive < 2) 1852 return; 1853 float step = 1f/segmentCountInclusive; 1854 outSegments[0] = BezierFunc(cp, 0); 1855 foreach(i; 1..segmentCountInclusive) { 1856 outSegments[i] = BezierFunc(cp, i*step); 1857 } 1858 outSegments[segmentCountInclusive] = BezierFunc(cp, 1f); 1859 } 1860 1861 1862 /// flattens cubic bezier curve, returns PointF[segmentCount+1] array or empty array if <1 segments 1863 PointF[] flattenBezierCubic(const PointF[] cp, int segmentCount) { 1864 return flattenBezier!bezierCubic(cp,segmentCount); 1865 } 1866 1867 /// flattens quadratic bezier curve, returns PointF[segmentCount+1] array or empty array if <1 segments 1868 PointF[] flattenBezierQuadratic(const PointF[] cp, int segmentCount) { 1869 return flattenBezier!bezierQuadratic(cp, segmentCount); 1870 } 1871 1872 /// calculates normal vector at point t using direction 1873 PointF bezierCubicNormal(const PointF[] cp, float t) { 1874 auto d = bezierCubicDirection(cp, t); 1875 return d.rotated90ccw; 1876 } 1877 1878 /// calculates normal vector at point t using direction 1879 PointF bezierQuadraticNormal(const PointF[] cp, float t) { 1880 auto d = bezierQuadraticDerivative(cp, t); 1881 return d.rotated90ccw; 1882 }