diff --git a/build.zig b/build.zig index f82aac0..329538b 100644 --- a/build.zig +++ b/build.zig @@ -8,7 +8,7 @@ pub fn build(b: *std.Build) void { const unit_tests = b.addTest(.{ .root_module = b.createModule(.{ - .root_source_file = b.path("./main.zig"), + .root_source_file = b.path("./src/main.zig"), .target = target, .optimize = optimize, }), diff --git a/main.zig b/main.zig deleted file mode 100644 index 6223f15..0000000 --- a/main.zig +++ /dev/null @@ -1,7 +0,0 @@ -const std = @import("std"); - -pub fn main() !void {} - -test "main" { - _ = @import("./vec3/src/vec3.zig"); -} diff --git a/src/main.zig b/src/main.zig new file mode 100644 index 0000000..5db6ce0 --- /dev/null +++ b/src/main.zig @@ -0,0 +1,270 @@ +const std = @import("std"); + +const Vec3F32Simd = @Vector(3, f32); +const Vec4F32Simd = @Vector(4, f32); + +const Vec3F32Struct = struct { + x: f32, + y: f32, + z: f32, +}; + +pub fn vec3_struct_add(a: Vec3F32Struct, b: Vec3F32Struct) Vec3F32Struct { + return .{ + .x = a.x + b.x, + .y = a.y + b.y, + .z = a.z + b.z, + }; +} + +pub fn vec3_struct_mul(a: Vec3F32Struct, b: Vec3F32Struct) Vec3F32Struct { + return .{ + .x = a.x * b.x, + .y = a.y * b.y, + .z = a.z * b.z, + }; +} + +pub fn vec3_struct_sub(a: Vec3F32Struct, b: Vec3F32Struct) Vec3F32Struct { + return .{ + .x = a.x - b.x, + .y = a.y - b.y, + .z = a.z - b.z, + }; +} + +pub fn vec3_struct_kernel(a: Vec3F32Struct, x: Vec3F32Struct, c: Vec3F32Struct) Vec3F32Struct { + const mixed = vec3_struct_add(vec3_struct_sub(vec3_struct_add(a, x), c), vec3_struct_mul(vec3_struct_sub(a, c), c)); + return .{ + .x = @sqrt(@abs(mixed.x) + 1.0), + .y = @sqrt(@abs(mixed.y) + 1.0), + .z = @sqrt(@abs(mixed.z) + 1.0), + }; +} + +pub fn vec3_simd_add(a: Vec3F32Simd, b: Vec3F32Simd) Vec3F32Simd { + return a + b; +} + +pub fn vec3_simd_mul(a: Vec3F32Simd, b: Vec3F32Simd) Vec3F32Simd { + return a * b; +} + +pub fn vec3_simd_sub(a: Vec3F32Simd, b: Vec3F32Simd) Vec3F32Simd { + return a - b; +} + +pub fn vec3_simd_kernel(a: Vec3F32Simd, x: Vec3F32Simd, c: Vec3F32Simd) Vec3F32Simd { + const mixed = vec3_simd_add(vec3_simd_sub(vec3_simd_add(a, x), c), vec3_simd_mul(vec3_simd_sub(a, c), c)); + return @sqrt(@abs(mixed) + @as(Vec3F32Simd, @splat(1.0))); +} + +pub fn vec4_simd_add(a: Vec4F32Simd, b: Vec4F32Simd) Vec4F32Simd { + return a + b; +} +pub fn vec4_simd_mul(a: Vec4F32Simd, b: Vec4F32Simd) Vec4F32Simd { + return a * b; +} + +pub fn vec4_simd_sub(a: Vec4F32Simd, b: Vec4F32Simd) Vec4F32Simd { + return a - b; +} + +pub fn vec4_simd_kernel(a: Vec4F32Simd, x: Vec4F32Simd, c: Vec4F32Simd) Vec4F32Simd { + const mixed = vec4_simd_add(vec4_simd_sub(vec4_simd_add(a, x), c), vec4_simd_mul(vec4_simd_sub(a, c), c)); + return @sqrt(@abs(mixed) + @as(Vec4F32Simd, @splat(1.0))); +} + +pub fn bench_vec3F32Simd(io: std.Io) void { + var rng: std.Random.DefaultPrng = .init(42); + var prng = rng.random(); + + var a: Vec3F32Simd = .{ 0, 0, 0 }; + const x: Vec3F32Simd = .{ prng.float(f32), prng.float(f32), prng.float(f32) }; + const c: Vec3F32Simd = .{ prng.float(f32), prng.float(f32), prng.float(f32) }; + + var i: usize = 0; + const start = std.Io.Clock.real.now(io).toMicroseconds(); + while (i < 100_000_000) : (i += 1) { + a = vec3_simd_kernel(a, x, c); + } + const end = std.Io.Clock.real.now(io).toMicroseconds(); + + std.debug.print("Vec3F32Simd took {} with final answer {}\n", .{ end - start, a }); +} + +pub fn bench_vec4F32Simd(io: std.Io) void { + var rng: std.Random.DefaultPrng = .init(42); + var prng = rng.random(); + var a: Vec4F32Simd = .{ 0, 0, 0, 0 }; + const x: Vec4F32Simd = .{ prng.float(f32), prng.float(f32), prng.float(f32), prng.float(f32) }; + const c: Vec4F32Simd = .{ prng.float(f32), prng.float(f32), prng.float(f32), prng.float(f32) }; + + var i: usize = 0; + const start = std.Io.Clock.real.now(io).toMicroseconds(); + while (i < 100_000_000) : (i += 1) { + a = vec4_simd_kernel(a, x, c); + } + const end = std.Io.Clock.real.now(io).toMicroseconds(); + + std.debug.print("Vec4F32Simd took {} with final answer {}\n", .{ end - start, a }); +} + +pub fn bench_vec3F32Struct(io: std.Io) void { + var rng: std.Random.DefaultPrng = .init(42); + var prng = rng.random(); + var a: Vec3F32Struct = .{ .x = 0, .y = 0, .z = 0 }; + const x: Vec3F32Struct = .{ .x = prng.float(f32), .y = prng.float(f32), .z = prng.float(f32) }; + const c: Vec3F32Struct = .{ .x = prng.float(f32), .y = prng.float(f32), .z = prng.float(f32) }; + + var i: usize = 0; + const start = std.Io.Clock.real.now(io).toMicroseconds(); + while (i < 100_000_000) : (i += 1) { + a = vec3_struct_kernel(a, x, c); + } + const end = std.Io.Clock.real.now(io).toMicroseconds(); + + std.debug.print("Vec3F32Struct took {} with final answer {}\n", .{ end - start, a }); +} + +const Vec3F64Struct = struct { + x: f64, + y: f64, + z: f64, +}; + +const Vec3F64Simd = @Vector(3, f64); +const Vec4F64Simd = @Vector(4, f64); + +pub fn f64vec3_struct_add(a: Vec3F64Struct, b: Vec3F64Struct) Vec3F64Struct { + return .{ + .x = a.x + b.x, + .y = a.y + b.y, + .z = a.z + b.z, + }; +} + +pub fn f64vec3_struct_mul(a: Vec3F64Struct, b: Vec3F64Struct) Vec3F64Struct { + return .{ + .x = a.x * b.x, + .y = a.y * b.y, + .z = a.z * b.z, + }; +} + +pub fn f64vec3_struct_sub(a: Vec3F64Struct, b: Vec3F64Struct) Vec3F64Struct { + return .{ + .x = a.x - b.x, + .y = a.y - b.y, + .z = a.z - b.z, + }; +} + +pub fn f64vec3_struct_kernel(a: Vec3F64Struct, x: Vec3F64Struct, c: Vec3F64Struct) Vec3F64Struct { + const mixed = f64vec3_struct_add(f64vec3_struct_sub(f64vec3_struct_add(a, x), c), f64vec3_struct_mul(f64vec3_struct_sub(a, c), c)); + return .{ + .x = @sqrt(@abs(mixed.x) + 1.0), + .y = @sqrt(@abs(mixed.y) + 1.0), + .z = @sqrt(@abs(mixed.z) + 1.0), + }; +} + +pub fn f64vec3_simd_add(a: Vec3F64Simd, b: Vec3F64Simd) Vec3F64Simd { + return a + b; +} + +pub fn f64vec3_simd_mul(a: Vec3F64Simd, b: Vec3F64Simd) Vec3F64Simd { + return a * b; +} + +pub fn f64vec3_simd_sub(a: Vec3F64Simd, b: Vec3F64Simd) Vec3F64Simd { + return a - b; +} + +pub fn f64vec3_simd_kernel(a: Vec3F64Simd, x: Vec3F64Simd, c: Vec3F64Simd) Vec3F64Simd { + const mixed = f64vec3_simd_add(f64vec3_simd_sub(f64vec3_simd_add(a, x), c), f64vec3_simd_mul(f64vec3_simd_sub(a, c), c)); + return @sqrt(@abs(mixed) + @as(Vec3F64Simd, @splat(1.0))); +} + +pub fn f64vec4_simd_add(a: Vec4F64Simd, b: Vec4F64Simd) Vec4F64Simd { + return a + b; +} +pub fn f64vec4_simd_mul(a: Vec4F64Simd, b: Vec4F64Simd) Vec4F64Simd { + return a * b; +} + +pub fn f64vec4_simd_sub(a: Vec4F64Simd, b: Vec4F64Simd) Vec4F64Simd { + return a - b; +} + +pub fn f64vec4_simd_kernel(a: Vec4F64Simd, x: Vec4F64Simd, c: Vec4F64Simd) Vec4F64Simd { + const mixed = f64vec4_simd_add(f64vec4_simd_sub(f64vec4_simd_add(a, x), c), f64vec4_simd_mul(f64vec4_simd_sub(a, c), c)); + return @sqrt(@abs(mixed) + @as(Vec4F64Simd, @splat(1.0))); +} + +pub fn bench_f64vec3F64Simd(io: std.Io) void { + var rng: std.Random.DefaultPrng = .init(42); + var prng = rng.random(); + + var a: Vec3F64Simd = .{ 0, 0, 0 }; + const x: Vec3F64Simd = .{ prng.float(f64), prng.float(f64), prng.float(f64) }; + const c: Vec3F64Simd = .{ prng.float(f64), prng.float(f64), prng.float(f64) }; + + var i: usize = 0; + const start = std.Io.Clock.real.now(io).toMicroseconds(); + while (i < 100_000_000) : (i += 1) { + a = f64vec3_simd_kernel(a, x, c); + } + const end = std.Io.Clock.real.now(io).toMicroseconds(); + + std.debug.print("Vec3F64Simd took {} with final answer {}\n", .{ end - start, a }); +} + +pub fn bench_f64vec4F64Simd(io: std.Io) void { + var rng: std.Random.DefaultPrng = .init(42); + var prng = rng.random(); + var a: Vec4F64Simd = .{ 0, 0, 0, 0 }; + const x: Vec4F64Simd = .{ prng.float(f64), prng.float(f64), prng.float(f64), prng.float(f64) }; + const c: Vec4F64Simd = .{ prng.float(f64), prng.float(f64), prng.float(f64), prng.float(f64) }; + + var i: usize = 0; + const start = std.Io.Clock.real.now(io).toMicroseconds(); + while (i < 100_000_000) : (i += 1) { + a = f64vec4_simd_kernel(a, x, c); + } + const end = std.Io.Clock.real.now(io).toMicroseconds(); + + std.debug.print("Vec4F64Simd took {} with final answer {}\n", .{ end - start, a }); +} + +pub fn bench_f64vec3F64Struct(io: std.Io) void { + var rng: std.Random.DefaultPrng = .init(42); + var prng = rng.random(); + var a: Vec3F64Struct = .{ .x = 0, .y = 0, .z = 0 }; + const x: Vec3F64Struct = .{ .x = prng.float(f64), .y = prng.float(f64), .z = prng.float(f64) }; + const c: Vec3F64Struct = .{ .x = prng.float(f64), .y = prng.float(f64), .z = prng.float(f64) }; + + var i: usize = 0; + const start = std.Io.Clock.real.now(io).toMicroseconds(); + while (i < 100_000_000) : (i += 1) { + a = f64vec3_struct_kernel(a, x, c); + } + const end = std.Io.Clock.real.now(io).toMicroseconds(); + + std.debug.print("Vec3F64Struct took {} with final answer {}\n", .{ end - start, a }); +} +pub fn main(init: std.process.Init) !void { + std.debug.print("Suggested lanes for f32: {}\n", .{std.simd.suggestVectorLength(f32).?}); + std.debug.print("Suggested lanes for f64: {}\n\n", .{std.simd.suggestVectorLength(f64).?}); + + bench_vec3F32Simd(init.io); + bench_vec4F32Simd(init.io); + bench_vec3F32Struct(init.io); + bench_f64vec3F64Simd(init.io); + bench_f64vec4F64Simd(init.io); + bench_f64vec3F64Struct(init.io); +} + +test "main" { + //_ = @import("./f64vec3/src/vec3.zig"); +} diff --git a/src/types/vec3.zig b/src/types/vec3.zig new file mode 100644 index 0000000..6f05749 --- /dev/null +++ b/src/types/vec3.zig @@ -0,0 +1,295 @@ +const std = @import("std"); + +const Vec3F32 = struct { + data: @Vector(4, f32), + + pub fn init(_x: f32, _y: f32, _z: f32) Vec3F32 { + return .{ .data = .{ _x, _y, _z, 0 } }; + } + + pub fn x(self: Vec3F32) f32 { + return self.data[0]; + } + + pub fn y(self: Vec3F32) f32 { + return self.data[1]; + } + + pub fn z(self: Vec3F32) f32 { + return self.data[2]; + } +}; + +pub fn vec3Add(a: Vec3F32, b: Vec3F32) Vec3F32 { + return .{ .data = a.data + b.data }; +} + +pub fn vec3Sub(a: Vec3F32, b: Vec3F32) Vec3F32 { + return .{ .data = a.data - b.data }; +} + +pub fn vec3Dot(a: Vec3F32, b: Vec3F32) f32 { + return @reduce(.Add, a.data * b.data); +} + +pub fn vec3Cross(a: Vec3F32, b: Vec3F32) Vec3F32 { + const x = a.y() * b.z() - a.z() * b.y(); + const y = a.z() * b.x() - a.x() * b.z(); + const z = a.x() * b.y() - a.y() * b.x(); + return .init(x, y, z); +} + +const Mat3F32 = struct { + row1: Vec3F32, + row2: Vec3F32, + row3: Vec3F32, +}; + +pub fn mat3Add(a: Mat3F32, b: Mat3F32) Mat3F32 { + return .{ + .row1 = vec3Add(a.row1, b.row1), + .row2 = vec3Add(a.row2, b.row2), + .row3 = vec3Add(a.row3, b.row3), + }; +} + +pub fn mat3Sub(a: Mat3F32, b: Mat3F32) Mat3F32 { + return .{ + .row1 = vec3Sub(a.row1, b.row1), + .row2 = vec3Sub(a.row2, b.row2), + .row3 = vec3Sub(a.row3, b.row3), + }; +} + +pub fn mat3Mul(a: Mat3F32, b: Mat3F32) Mat3F32 { + const c_row1: Vec3F32 = .init( + a.row1.x() * b.row1.x() + a.row1.y() * b.row2.x() + a.row1.z() * b.row3.x(), + a.row1.x() * b.row1.y() + a.row1.y() * b.row2.y() + a.row1.z() * b.row3.y(), + a.row1.x() * b.row1.z() + a.row1.y() * b.row2.z() + a.row1.z() * b.row3.z(), + ); + + const c_row2: Vec3F32 = .init( + a.row2.x() * b.row1.x() + a.row2.y() * b.row2.x() + a.row2.z() * b.row3.x(), + a.row2.x() * b.row1.y() + a.row2.y() * b.row2.y() + a.row2.z() * b.row3.y(), + a.row2.x() * b.row1.z() + a.row2.y() * b.row2.z() + a.row2.z() * b.row3.z(), + ); + + const c_row3: Vec3F32 = .init( + a.row3.x() * b.row1.x() + a.row3.y() * b.row2.x() + a.row3.z() * b.row3.x(), + a.row3.x() * b.row1.y() + a.row3.y() * b.row2.y() + a.row3.z() * b.row3.y(), + a.row3.x() * b.row1.z() + a.row3.y() * b.row2.z() + a.row3.z() * b.row3.z(), + ); + + return .{ .row1 = c_row1, .row2 = c_row2, .row3 = c_row3 }; +} + +pub fn vec3MulMat3(a: Mat3F32, b: Vec3F32) Vec3F32 { + return .init( + b.x() * a.row1.x() + b.y() * a.row1.y() + b.z() * a.row1.z(), + b.x() * a.row2.x() + b.y() * a.row2.y() + b.z() * a.row2.z(), + b.x() * a.row3.x() + b.y() * a.row3.y() + b.z() * a.row3.z(), + ); +} + +// Uses the Quaternion definition of q = w + xi + yj + zk +// and with i^2 = j^2 = k^2 = ijk = -1 +// I grabbed a lot of this math from https://imadrahmoune.com/rotations-with-quaternions/ +const QuatF32 = struct { + data: @Vector(4, f32), + pub fn init(_x: f32, _y: f32, _z: f32, _w: f32) QuatF32 { + return .{ .data = .{ _x, _y, _z, _w } }; + } + pub fn x(self: QuatF32) f32 { + return self.data[0]; + } + + pub fn y(self: QuatF32) f32 { + return self.data[1]; + } + + pub fn z(self: QuatF32) f32 { + return self.data[2]; + } + pub fn w(self: QuatF32) f32 { + return self.data[3]; + } + pub fn mag(q: QuatF32) f32 { + return std.math.sqrt(@reduce(.Add, q.data * q.data)); + } + + pub fn normalized(q: QuatF32) QuatF32 { + const magnitude = q.mag(); + return .{ .data = q.data / @as(@Vector(4, f32), @splat(magnitude)) }; + } +}; + +//pub fn yawPitchRollToQuat(comptime T: comptime_float, yaw: T, pitch: T, roll: T) Quat(T) { +// const cx = @cos(roll); +//} + +pub fn quatMul(a: QuatF32, b: QuatF32) QuatF32 { + return .init( + a.w() * b.x() + a.x() * b.w() + a.y() * b.z() - a.z() * b.y(), + a.w() * b.y() - a.x() * b.z() + a.y() * b.w() + a.z() * b.x(), + a.w() * b.z() + a.x() * b.y() - a.y() * b.x() + a.z() * b.w(), + a.w() * b.w() - a.x() * b.x() - a.y() * b.y() - a.z() * b.z(), + ); +} + +test "vec3Add adds properly" { + const a = Vec3F32.init(1, 2, 3); + const b = Vec3F32.init(3, 1, 0); + const c = vec3Add(a, b); + + try std.testing.expect(std.math.approxEqAbs(f32, c.x(), 4, 1e-7)); + try std.testing.expect(std.math.approxEqAbs(f32, c.y(), 3, 1e-7)); + try std.testing.expect(std.math.approxEqAbs(f32, c.z(), 3, 1e-7)); +} +test "vec3Sub subs properly" { + const a = Vec3F32.init(1, 2, 3); + const b = Vec3F32.init(3, 1, 0); + const c = vec3Sub(a, b); + + try std.testing.expect(std.math.approxEqAbs(f32, c.x(), -2, 1e-7)); + try std.testing.expect(std.math.approxEqAbs(f32, c.y(), 1, 1e-7)); + try std.testing.expect(std.math.approxEqAbs(f32, c.z(), 3, 1e-7)); +} +test "vec3Dot dots properly" { + const a = Vec3F32.init(1, 2, 3); + const b = Vec3F32.init(3, 1, 0); + try std.testing.expect(std.math.approxEqAbs(f32, vec3Dot(a, b), 5, 1e-7)); +} +test "vec3Cross crosses properly" { + const a = Vec3F32.init(1, 2, 3); + const b = Vec3F32.init(3, 1, 0); + + const c = vec3Cross(a, b); + + try std.testing.expect(c.x() == -3); + try std.testing.expect(c.y() == 9); + try std.testing.expect(c.z() == -5); +} + +test "Mat3 add works" { + const a: Mat3F32 = .{ + .row1 = Vec3F32.init(1, 2, 3), + .row2 = Vec3F32.init(0, 1, 5), + .row3 = Vec3F32.init(0, 0, 9), + }; + const b: Mat3F32 = .{ + .row1 = Vec3F32.init(0, 1, 0), + .row2 = Vec3F32.init(0, 1, 1), + .row3 = Vec3F32.init(0, 0, 1), + }; + + const c = mat3Add(a, b); + + try std.testing.expect(c.row1.x() == 1); + try std.testing.expect(c.row1.y() == 3); + try std.testing.expect(c.row1.z() == 3); + try std.testing.expect(c.row2.x() == 0); + try std.testing.expect(c.row2.y() == 2); + try std.testing.expect(c.row2.z() == 6); + try std.testing.expect(c.row3.x() == 0); + try std.testing.expect(c.row3.y() == 0); + try std.testing.expect(c.row3.z() == 10); +} + +test "Mat3 sub works" { + const a: Mat3F32 = .{ + .row1 = Vec3F32.init(1, 2, 3), + .row2 = Vec3F32.init(0, 1, 5), + .row3 = Vec3F32.init(0, 0, 9), + }; + const b: Mat3F32 = .{ + .row1 = Vec3F32.init(0, 1, 0), + .row2 = Vec3F32.init(0, 1, 1), + .row3 = Vec3F32.init(0, 0, 1), + }; + + const c = mat3Sub(a, b); + + try std.testing.expect(c.row1.x() == 1); + try std.testing.expect(c.row1.y() == 1); + try std.testing.expect(c.row1.z() == 3); + try std.testing.expect(c.row2.x() == 0); + try std.testing.expect(c.row2.y() == 0); + try std.testing.expect(c.row2.z() == 4); + try std.testing.expect(c.row3.x() == 0); + try std.testing.expect(c.row3.y() == 0); + try std.testing.expect(c.row3.z() == 8); +} + +test "Mat3 mul works" { + const a: Mat3F32 = .{ + .row1 = Vec3F32.init(1, 2, 3), + .row2 = Vec3F32.init(0, 1, 5), + .row3 = Vec3F32.init(0, 0, 9), + }; + const b: Mat3F32 = .{ + .row1 = Vec3F32.init(0, 1, 0), + .row2 = Vec3F32.init(0, 1, 1), + .row3 = Vec3F32.init(0, 0, 1), + }; + + const c = mat3Mul(a, b); + + try std.testing.expect(c.row1.x() == 0); + try std.testing.expect(c.row1.y() == 3); + try std.testing.expect(c.row1.z() == 5); + try std.testing.expect(c.row2.x() == 0); + try std.testing.expect(c.row2.y() == 1); + try std.testing.expect(c.row2.z() == 6); + try std.testing.expect(c.row3.x() == 0); + try std.testing.expect(c.row3.y() == 0); + try std.testing.expect(c.row3.z() == 9); +} + +test "vec3 mul mat3 works" { + const b: Mat3F32 = .{ + .row1 = Vec3F32.init(0, 1, 0), + .row2 = Vec3F32.init(0, 1, 1), + .row3 = Vec3F32.init(0, 0, 1), + }; + const a = Vec3F32.init(1, 2, 3); + + const c = vec3MulMat3(b, a); + + try std.testing.expect(c.x() == 2); + try std.testing.expect(c.y() == 5); + try std.testing.expect(c.z() == 3); +} + +test "quat magnitude" { + const q: QuatF32 = .init(1.0, 2.0, 3.0, 4.0); + try std.testing.expect(std.math.approxEqAbs(f32, q.mag(), std.math.sqrt(30.0), 1e-7)); +} + +test "quat normalized" { + const q: QuatF32 = .init(1.0, 2.0, 3.0, 4.0); + const expected: QuatF32 = .init( + 1.0 / std.math.sqrt(30.0), + 2.0 / std.math.sqrt(30.0), + 3.0 / std.math.sqrt(30.0), + 4.0 / std.math.sqrt(30.0), + ); + + const normalized = q.normalized(); + + try std.testing.expect(std.math.approxEqAbs(f32, normalized.x(), expected.x(), 1e-7)); + try std.testing.expect(std.math.approxEqAbs(f32, normalized.y(), expected.y(), 1e-7)); + try std.testing.expect(std.math.approxEqAbs(f32, normalized.z(), expected.z(), 1e-7)); + try std.testing.expect(std.math.approxEqAbs(f32, normalized.w(), expected.w(), 1e-7)); +} + +test "quat mul" { + const a: QuatF32 = .init(2, 3, 4, 1); + const b: QuatF32 = .init(0, 1, 0, 1); + + const c = quatMul(a, b); + + try std.testing.expect(c.w() == -2); + try std.testing.expect(c.x() == -2); + try std.testing.expect(c.y() == 4); + try std.testing.expect(c.z() == 6); +} diff --git a/vec3/src/vec3.zig b/vec3/src/vec3.zig deleted file mode 100644 index 62db4bd..0000000 --- a/vec3/src/vec3.zig +++ /dev/null @@ -1,280 +0,0 @@ -const std = @import("std"); - -pub fn Vec3(comptime T: type) type { - return struct { x: T, y: T, z: T }; -} - -pub fn vec3Add(comptime T: type, a: Vec3(T), b: Vec3(T)) Vec3(T) { - return .{ - .x = a.x + b.x, - .y = a.y + b.y, - .z = a.z + b.z, - }; -} - -pub fn vec3Sub(comptime T: type, a: Vec3(T), b: Vec3(T)) Vec3(T) { - return .{ - .x = a.x - b.x, - .y = a.y - b.y, - .z = a.z - b.z, - }; -} - -pub fn vec3Dot(comptime T: type, a: Vec3(T), b: Vec3(T)) T { - return a.x * b.x + a.y * b.y + a.z * b.z; -} - -pub fn vec3Cross(comptime T: type, a: Vec3(T), b: Vec3(T)) Vec3(T) { - const x = a.y * b.z - a.z * b.y; - const y = a.z * b.x - a.x * b.z; - const z = a.x * b.y - a.y * b.x; - return .{ .x = x, .y = y, .z = z }; -} - -pub fn Mat3(comptime T: type) type { - return struct { - row1: Vec3(T), - row2: Vec3(T), - row3: Vec3(T), - }; -} - -pub fn mat3Add(comptime T: type, a: Mat3(T), b: Mat3(T)) Mat3(T) { - return .{ - .row1 = vec3Add(T, a.row1, b.row1), - .row2 = vec3Add(T, a.row2, b.row2), - .row3 = vec3Add(T, a.row3, b.row3), - }; -} - -pub fn mat3Sub(comptime T: type, a: Mat3(T), b: Mat3(T)) Mat3(T) { - return .{ - .row1 = vec3Sub(T, a.row1, b.row1), - .row2 = vec3Sub(T, a.row2, b.row2), - .row3 = vec3Sub(T, a.row3, b.row3), - }; -} - -pub fn mat3Mul(comptime T: type, a: Mat3(T), b: Mat3(T)) Mat3(T) { - const c_row1: Vec3(T) = .{ - .x = a.row1.x * b.row1.x + a.row1.y * b.row2.x + a.row1.z * b.row3.x, - .y = a.row1.x * b.row1.y + a.row1.y * b.row2.y + a.row1.z * b.row3.y, - .z = a.row1.x * b.row1.z + a.row1.y * b.row2.z + a.row1.z * b.row3.z, - }; - - const c_row2: Vec3(T) = .{ - .x = a.row2.x * b.row1.x + a.row2.y * b.row2.x + a.row2.z * b.row3.x, - .y = a.row2.x * b.row1.y + a.row2.y * b.row2.y + a.row2.z * b.row3.y, - .z = a.row2.x * b.row1.z + a.row2.y * b.row2.z + a.row2.z * b.row3.z, - }; - - const c_row3: Vec3(T) = .{ - .x = a.row3.x * b.row1.x + a.row3.y * b.row2.x + a.row3.z * b.row3.x, - .y = a.row3.x * b.row1.y + a.row3.y * b.row2.y + a.row3.z * b.row3.y, - .z = a.row3.x * b.row1.z + a.row3.y * b.row2.z + a.row3.z * b.row3.z, - }; - - return .{ .row1 = c_row1, .row2 = c_row2, .row3 = c_row3 }; -} - -pub fn vec3MulMat3(comptime T: type, a: Vec3(T), b: Mat3(T)) Vec3(T) { - return .{ - .x = a.x * b.row1.x + a.y * b.row2.x + a.z * b.row3.x, - .y = a.x * b.row1.y + a.y * b.row2.y + a.z * b.row3.y, - .z = a.x * b.row1.z + a.y * b.row2.z + a.z * b.row3.z, - }; -} - -// Uses the Quaternion definition of q = w + xi + yj + zk -// and with i^2 = j^2 = k^2 = ijk = -1 -// I grabbed a lot of this math from https://imadrahmoune.com/rotations-with-quaternions/ -pub fn Quat(comptime T: type) type { - return struct { - w: T, - x: T, - y: T, - z: T, - - pub fn mag(q: Quat(T)) T { - return std.math.sqrt(q.x * q.x + q.y * q.y + q.z * q.z + q.w * q.w); - } - - pub fn normalized(q: Quat(T)) Quat(T) { - const magnitude = q.mag(); - return .{ - .x = q.x / magnitude, - .y = q.y / magnitude, - .z = q.z / magnitude, - .w = q.w / magnitude, - }; - } - }; -} - -pub fn quatMul(comptime T: type, a: Quat(T), b: Quat(T)) Quat(T) { - return .{ - .w = a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z, - .x = a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y, - .y = a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x, - .z = a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w, - }; -} - -test "vec3Add adds properly" { - const a: Vec3(i8) = .{ .x = 1, .y = 2, .z = 3 }; - const b: Vec3(i8) = .{ .x = 3, .y = 1, .z = 0 }; - const c = vec3Add(i8, a, b); - - try std.testing.expect(c.x == 4); - try std.testing.expect(c.y == 3); - try std.testing.expect(c.z == 3); -} -test "vec3Sub subs properly" { - const a: Vec3(i8) = .{ .x = 1, .y = 2, .z = 3 }; - const b: Vec3(i8) = .{ .x = 3, .y = 1, .z = 0 }; - const c = vec3Sub(i8, a, b); - - try std.testing.expect(c.x == -2); - try std.testing.expect(c.y == 1); - try std.testing.expect(c.z == 3); -} -test "vec3Dot dots properly" { - const a: Vec3(i8) = .{ .x = 1, .y = 2, .z = 3 }; - const b: Vec3(i8) = .{ .x = 3, .y = 1, .z = 0 }; - try std.testing.expect(vec3Dot(i8, a, b) == 5); -} -test "vec3Cross crosses properly" { - const a: Vec3(i8) = .{ .x = 1, .y = 2, .z = 3 }; - const b: Vec3(i8) = .{ .x = 3, .y = 1, .z = 0 }; - - const c = vec3Cross(i8, a, b); - - try std.testing.expect(c.x == -3); - try std.testing.expect(c.y == 9); - try std.testing.expect(c.z == -5); -} - -test "Mat3 add works" { - const a: Mat3(i8) = .{ - .row1 = .{ .x = 1, .y = 2, .z = 3 }, - .row2 = .{ .x = 0, .y = 1, .z = 5 }, - .row3 = .{ .x = 0, .y = 0, .z = 9 }, - }; - const b: Mat3(i8) = .{ - .row1 = .{ .x = 0, .y = 1, .z = 0 }, - .row2 = .{ .x = 0, .y = 1, .z = 1 }, - .row3 = .{ .x = 0, .y = 0, .z = 1 }, - }; - - const c = mat3Add(i8, a, b); - - try std.testing.expect(c.row1.x == 1); - try std.testing.expect(c.row1.y == 3); - try std.testing.expect(c.row1.z == 3); - try std.testing.expect(c.row2.x == 0); - try std.testing.expect(c.row2.y == 2); - try std.testing.expect(c.row2.z == 6); - try std.testing.expect(c.row3.x == 0); - try std.testing.expect(c.row3.y == 0); - try std.testing.expect(c.row3.z == 10); -} - -test "Mat3 sub works" { - const a: Mat3(i8) = .{ - .row1 = .{ .x = 1, .y = 2, .z = 3 }, - .row2 = .{ .x = 0, .y = 1, .z = 5 }, - .row3 = .{ .x = 0, .y = 0, .z = 9 }, - }; - const b: Mat3(i8) = .{ - .row1 = .{ .x = 0, .y = 1, .z = 0 }, - .row2 = .{ .x = 0, .y = 1, .z = 1 }, - .row3 = .{ .x = 0, .y = 0, .z = 1 }, - }; - - const c = mat3Sub(i8, a, b); - - try std.testing.expect(c.row1.x == 1); - try std.testing.expect(c.row1.y == 1); - try std.testing.expect(c.row1.z == 3); - try std.testing.expect(c.row2.x == 0); - try std.testing.expect(c.row2.y == 0); - try std.testing.expect(c.row2.z == 4); - try std.testing.expect(c.row3.x == 0); - try std.testing.expect(c.row3.y == 0); - try std.testing.expect(c.row3.z == 8); -} - -test "Mat3 mul works" { - const a: Mat3(i8) = .{ - .row1 = .{ .x = 1, .y = 2, .z = 3 }, - .row2 = .{ .x = 0, .y = 1, .z = 5 }, - .row3 = .{ .x = 0, .y = 0, .z = 9 }, - }; - const b: Mat3(i8) = .{ - .row1 = .{ .x = 0, .y = 1, .z = 0 }, - .row2 = .{ .x = 0, .y = 1, .z = 1 }, - .row3 = .{ .x = 0, .y = 0, .z = 1 }, - }; - - const c = mat3Mul(i8, a, b); - - try std.testing.expect(c.row1.x == 0); - try std.testing.expect(c.row1.y == 3); - try std.testing.expect(c.row1.z == 5); - try std.testing.expect(c.row2.x == 0); - try std.testing.expect(c.row2.y == 1); - try std.testing.expect(c.row2.z == 6); - try std.testing.expect(c.row3.x == 0); - try std.testing.expect(c.row3.y == 0); - try std.testing.expect(c.row3.z == 9); -} - -test "vec3 mul mat3 works" { - const a: Vec3(i8) = .{ .x = 1, .y = 2, .z = 3 }; - - const b: Mat3(i8) = .{ - .row1 = .{ .x = 0, .y = 1, .z = 0 }, - .row2 = .{ .x = 0, .y = 1, .z = 1 }, - .row3 = .{ .x = 0, .y = 0, .z = 1 }, - }; - - const c = vec3MulMat3(i8, a, b); - - try std.testing.expect(c.x == 0); - try std.testing.expect(c.y == 3); - try std.testing.expect(c.z == 5); -} - -test "quat magnitude" { - const q: Quat(f32) = .{ .x = 1.0, .y = 2.0, .z = 3.0, .w = 4.0 }; - try std.testing.expect(std.math.approxEqAbs(f32, q.mag(), std.math.sqrt(30.0), 1e-7)); -} - -test "quat normalized" { - const q: Quat(f32) = .{ .x = 1.0, .y = 2.0, .z = 3.0, .w = 4.0 }; - const expected: Quat(f32) = .{ - .x = 1.0 / std.math.sqrt(30.0), - .y = 2.0 / std.math.sqrt(30.0), - .z = 3.0 / std.math.sqrt(30.0), - .w = 4.0 / std.math.sqrt(30.0), - }; - - const normalized = q.normalized(); - - try std.testing.expect(std.math.approxEqAbs(f32, normalized.x, expected.x, 1e-7)); - try std.testing.expect(std.math.approxEqAbs(f32, normalized.y, expected.y, 1e-7)); - try std.testing.expect(std.math.approxEqAbs(f32, normalized.z, expected.z, 1e-7)); - try std.testing.expect(std.math.approxEqAbs(f32, normalized.w, expected.w, 1e-7)); -} - -test "quat mul" { - const a: Quat(i8) = .{ .w = 1, .x = 2, .y = 3, .z = 4 }; - const b: Quat(i8) = .{ .w = 1, .x = 0, .y = 1, .z = 0 }; - - const c = quatMul(i8, a, b); - - try std.testing.expect(c.w == -2); - try std.testing.expect(c.x == -2); - try std.testing.expect(c.y == 4); - try std.testing.expect(c.z == 6); -}