Some math functions

This commit is contained in:
duck
2025-05-28 22:36:50 +05:00
parent 5fc8358aa7
commit 3ef02a97e5
3 changed files with 163 additions and 41 deletions

View File

@@ -1,5 +1,6 @@
const std = @import("std"); const std = @import("std");
const sdl = @import("sdl"); const sdl = @import("sdl");
const math = @import("math.zig");
const Transform = @import("graphics/transform.zig"); const Transform = @import("graphics/transform.zig");
const Controller = @import("graph/controller.zig"); const Controller = @import("graph/controller.zig");
const Graphics = @import("graphics.zig"); const Graphics = @import("graphics.zig");
@@ -43,81 +44,114 @@ const CUBE_MESH_DATA = [_]f32{
-1, -1, 1, -1, -1, 1,
1, -1, -1, 1, -1, -1,
}; };
const PLANE_MESH_DATA = [_]f32{
const OFFSETS = [_]@Vector(3, f32){ -1, -1, 0,
.{ -3, 3, 0 }, 1, 1, 0,
.{ 0, 3, 0 }, -1, 1, 0,
.{ 3, 3, 0 }, 1, 1, 0,
.{ -3, 0, 0 }, -1, -1, 0,
.{ 0, 0, 0 }, 1, -1, 0,
.{ 3, 0, 0 },
.{ -3, -3, 0 },
.{ 0, -3, 0 },
.{ 3, -3, 0 },
}; };
pub const Cube = struct { pub const Player = struct {
mesh: Graphics.Mesh, mesh: Graphics.Mesh,
transform: Graphics.Transform, transform: Graphics.Transform,
velocity: @Vector(2, f32),
};
pub const Environment = struct {
mesh: Graphics.Mesh,
}; };
pub fn init(controller: *Controller, graphics: *Graphics) !void { pub fn init(controller: *Controller, graphics: *Graphics) !void {
controller.addResource(Cube{ controller.addResource(Player{
.mesh = try graphics.loadMesh(@ptrCast(&CUBE_MESH_DATA)), .mesh = try graphics.loadMesh(@ptrCast(&CUBE_MESH_DATA)),
.transform = Graphics.Transform{}, .transform = Graphics.Transform{
.position = .{ 0, 0, 1 },
},
.velocity = .{ 0, 0 },
}); });
controller.addResource(Environment{
.mesh = try graphics.loadMesh(@ptrCast(&PLANE_MESH_DATA)),
});
graphics.camera.transform = .{
.position = .{ 0, 0, 10 },
};
} }
pub fn deinit() void {} pub fn deinit() void {}
pub fn update( pub fn update(
cube: *Cube, player: *Player,
mouse: *Game.Mouse, // mouse: *Game.Mouse,
keyboard: *Game.Keyboard, keyboard: *Game.Keyboard,
graphics: *Graphics, graphics: *Graphics,
time: *Game.Time, time: *Game.Time,
) void { ) void {
const MAX_VELOCITY = 16.0;
const TIME_TO_REACH_MAX_VELOCITY = 1.0 / 8.0;
var velocity_target: @Vector(2, f32) = .{ 0, 0 };
if (keyboard.keys.is_pressed(sdl.SCANCODE_W)) { if (keyboard.keys.is_pressed(sdl.SCANCODE_W)) {
graphics.camera.transform.translateLocal(.{ 0.0, 0.0, -5.0 * time.delta }); velocity_target[1] += MAX_VELOCITY;
} }
if (keyboard.keys.is_pressed(sdl.SCANCODE_S)) { if (keyboard.keys.is_pressed(sdl.SCANCODE_S)) {
graphics.camera.transform.translateLocal(.{ 0.0, 0.0, 5.0 * time.delta }); velocity_target[1] -= MAX_VELOCITY;
} }
if (keyboard.keys.is_pressed(sdl.SCANCODE_D)) { if (keyboard.keys.is_pressed(sdl.SCANCODE_D)) {
graphics.camera.transform.translateLocal(.{ 5.0 * time.delta, 0.0, 0.0 }); velocity_target[0] += MAX_VELOCITY;
} }
if (keyboard.keys.is_pressed(sdl.SCANCODE_A)) { if (keyboard.keys.is_pressed(sdl.SCANCODE_A)) {
graphics.camera.transform.translateLocal(.{ -5.0 * time.delta, 0.0, 0.0 }); velocity_target[0] -= MAX_VELOCITY;
} }
velocity_target = math.limitLength(velocity_target, MAX_VELOCITY);
player.velocity = math.stepVector(player.velocity, velocity_target, MAX_VELOCITY / TIME_TO_REACH_MAX_VELOCITY * time.delta);
player.transform.position[0] += player.velocity[0] * time.delta;
player.transform.position[1] += player.velocity[1] * time.delta;
if (mouse.buttons.is_pressed(sdl.BUTTON_LEFT)) { const target_position = player.transform.position +
const scale = 1.0 / @as(f32, @floatFromInt(graphics.window_size[1])); @Vector(3, f32){ player.velocity[0], player.velocity[1], 0 } *
cube.transform.position[0] += mouse.dx * scale * 4.0; @as(@Vector(3, f32), @splat(1.0 / MAX_VELOCITY)) *
cube.transform.position[1] -= mouse.dy * scale * 4.0; @Vector(3, f32){ 0.0, 0.0, 0.0 };
graphics.camera.transform.position = math.lerpTimeLn(
graphics.camera.transform.position,
target_position + @Vector(3, f32){ 0.0, -3.0, 10.0 },
time.delta,
-25,
);
{ // Rotate camera toward player
const ORIGIN_DIR = @Vector(3, f32){ 0.0, 0.0, -1.0 }; const ORIGIN_DIR = @Vector(3, f32){ 0.0, 0.0, -1.0 };
const INIT_ROTATION = Transform.rotationByAxis(.{ 1.0, 0.0, 0.0 }, std.math.pi * 0.5); const INIT_ROTATION = Transform.rotationByAxis(.{ 1.0, 0.0, 0.0 }, std.math.pi * 0.5);
const ROTATED_DIR = Transform.rotateVector(ORIGIN_DIR, INIT_ROTATION); const ROTATED_DIR = Transform.rotateVector(ORIGIN_DIR, INIT_ROTATION);
graphics.camera.transform.rotation = Transform.combineRotations( const target_rotation = Transform.combineRotations(
INIT_ROTATION, INIT_ROTATION,
Transform.rotationToward(ROTATED_DIR, cube.transform.position - graphics.camera.transform.position, .{ .normalize_to = true }), Transform.rotationToward(
ROTATED_DIR,
target_position - graphics.camera.transform.position,
.{ .normalize_to = true },
),
); );
graphics.camera.transform.rotation = Transform.normalizeRotation(math.slerpTimeLn(
graphics.camera.transform.rotation,
target_rotation,
time.delta,
-2,
));
} }
} }
pub fn draw(cube: *Cube, graphics: *Graphics) !void { pub fn draw(
try graphics.drawMesh(cube.mesh, Graphics.Transform{ player: *Player,
.position = .{ 0.0, 0.0, 0.0 }, env: *Environment,
.rotation = cube.transform.rotation, graphics: *Graphics,
.scale = cube.transform.scale, ) !void {
}); try graphics.drawMesh(env.mesh, Graphics.Transform{
for (OFFSETS) |offset| { .scale = .{ 10, 10, 10 },
try graphics.drawMesh(cube.mesh, Graphics.Transform{
.position = cube.transform.position + offset,
.rotation = cube.transform.rotation,
.scale = cube.transform.scale,
}); });
} try graphics.drawMesh(player.mesh, player.transform);
} }

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@@ -188,9 +188,7 @@ pub fn create() GameError!Self {
.window_size = .{ 1600, 900 }, .window_size = .{ 1600, 900 },
.camera = Camera{ .camera = Camera{
.transform = Transform{ .transform = .{},
.position = .{ 0.0, 0.0, 4.0 },
},
.near = 1.0, .near = 1.0,
.far = 1024.0, .far = 1024.0,
.lens = .{ 1.5 * 16.0 / 9.0, 1.5 }, .lens = .{ 1.5 * 16.0 / 9.0, 1.5 },

90
src/math.zig Normal file
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@@ -0,0 +1,90 @@
const std = @import("std");
/// Smooth lerp
pub inline fn lerpTime(a: anytype, b: anytype, t: f32, comptime f: f32) @TypeOf(a, b) {
@setFloatMode(.optimized);
return lerpTimeLn(a, b, t, @log(f));
}
pub fn lerpTimeLn(a: anytype, b: anytype, t: f32, lnf: f32) @TypeOf(a, b) {
@setFloatMode(.optimized);
const a_factor = @exp(lnf * t);
const b_factor = 1.0 - a_factor;
switch (@typeInfo(@TypeOf(a, b))) {
.float => return a_factor * a + b_factor * b,
.vector => return @as(@TypeOf(a), @splat(a_factor)) * a + @as(@TypeOf(b), @splat(b_factor)) * b,
else => @compileError("Can only interpolate between vector or float values"),
}
}
/// Spherical lerp
pub inline fn slerpTime(a: anytype, b: anytype, t: f32, comptime f: f32) @TypeOf(a, b) {
@setFloatMode(.optimized);
return slerpTimeLn(a, b, t, @log(f));
}
pub fn slerpTimeLn(a: anytype, b: anytype, t: f32, lnf: f32) @TypeOf(a, b) {
@setFloatMode(.optimized);
const cos = @reduce(.Add, a * b);
if (cos > 0.999) {
return lerpTimeLn(a, b, t, lnf);
}
const angle = std.math.acos(cos);
const a_angle_factor = @exp(lnf * t);
const b_angle_factor = 1.0 - a_angle_factor;
const rev_angle_sin = 1.0 / std.math.sin(angle);
const a_sin = std.math.sin(a_angle_factor * angle);
const b_sin = std.math.sin(b_angle_factor * angle);
const a_factor = a_sin * rev_angle_sin;
const b_factor = b_sin * rev_angle_sin;
return @as(@TypeOf(a), @splat(a_factor)) * a + @as(@TypeOf(b), @splat(b_factor)) * b;
}
// Step interpolation
pub fn step(a: f32, b: f32, l: f32) f32 {
@setFloatMode(.optimized);
if (b > a) {
return @min(a + l, b);
} else {
return @max(b, a - l);
}
}
pub fn stepVector(a: anytype, b: anytype, l: f32) @TypeOf(a, b) {
@setFloatMode(.optimized);
return a + limitLength(b - a, l);
}
pub fn limitLength(vector: anytype, max_length: f32) @TypeOf(vector) {
@setFloatMode(.optimized);
const length_square = @reduce(.Add, vector * vector);
if (length_square > max_length * max_length) {
return vector * @as(@TypeOf(vector), @splat(max_length / @sqrt(length_square)));
}
return vector;
}
pub fn length(vector: anytype) f32 {
@setFloatMode(.optimized);
return @sqrt(dot(vector, vector));
}
pub fn dot(a: anytype, b: anytype) f32 {
@setFloatMode(.optimized);
return @reduce(.Add, a * b);
}