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#const value procedure parameters; $N for polymorphic array lengths
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+38
-38
@@ -16,9 +16,9 @@ EPSILON :: 1.19209290e-7;
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τ :: TAU;
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π :: PI;
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Vec2 :: [vector 2]f32;
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Vec3 :: [vector 3]f32;
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Vec4 :: [vector 4]f32;
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Vec2 :: [2]f32;
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Vec3 :: [3]f32;
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Vec4 :: [4]f32;
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// Column major
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Mat2 :: [2][2]f32;
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@@ -122,38 +122,38 @@ to_degrees :: proc(radians: f32) -> f32 do return radians * 360 / TAU;
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dot :: proc(a, b: $T/[vector 2]$E) -> E { c := a*b; return c.x + c.y; }
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dot :: proc(a, b: $T/[vector 3]$E) -> E { c := a*b; return c.x + c.y + c.z; }
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dot :: proc(a, b: $T/[vector 4]$E) -> E { c := a*b; return c.x + c.y + c.z + c.w; }
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dot :: proc(a, b: $T/[2]$E) -> E { c := a*b; return c[0] + c[1]; }
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dot :: proc(a, b: $T/[3]$E) -> E { c := a*b; return c[0] + c[1] + c[2]; }
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dot :: proc(a, b: $T/[4]$E) -> E { c := a*b; return c[0] + c[1] + c[2] + c[3]; }
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cross :: proc(x, y: $T/[vector 3]$E) -> T {
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cross :: proc(x, y: $T/[3]$E) -> T {
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a := swizzle(x, 1, 2, 0) * swizzle(y, 2, 0, 1);
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b := swizzle(x, 2, 0, 1) * swizzle(y, 1, 2, 0);
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return T(a - b);
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}
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mag :: proc(v: $T/[vector 2]$E) -> E do return sqrt(dot(v, v));
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mag :: proc(v: $T/[vector 3]$E) -> E do return sqrt(dot(v, v));
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mag :: proc(v: $T/[vector 4]$E) -> E do return sqrt(dot(v, v));
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mag :: proc(v: $T/[2]$E) -> E do return sqrt(dot(v, v));
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mag :: proc(v: $T/[3]$E) -> E do return sqrt(dot(v, v));
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mag :: proc(v: $T/[4]$E) -> E do return sqrt(dot(v, v));
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norm :: proc(v: $T/[vector 2]$E) -> T do return v / mag(v);
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norm :: proc(v: $T/[vector 3]$E) -> T do return v / mag(v);
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norm :: proc(v: $T/[vector 4]$E) -> T do return v / mag(v);
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norm :: proc(v: $T/[2]$E) -> T do return v / mag(v);
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norm :: proc(v: $T/[3]$E) -> T do return v / mag(v);
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norm :: proc(v: $T/[4]$E) -> T do return v / mag(v);
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norm0 :: proc(v: $T/[vector 2]$E) -> T {
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norm0 :: proc(v: $T/[2]$E) -> T {
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m := mag(v);
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if m == 0 do return 0;
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return v/m;
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}
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norm0 :: proc(v: $T/[vector 3]$E) -> T {
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norm0 :: proc(v: $T/[3]$E) -> T {
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m := mag(v);
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if m == 0 do return 0;
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return v/m;
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}
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norm0 :: proc(v: $T/[vector 4]$E) -> T {
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norm0 :: proc(v: $T/[4]$E) -> T {
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m := mag(v);
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if m == 0 do return 0;
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return v/m;
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@@ -194,10 +194,10 @@ mul :: proc(a, b: Mat4) -> Mat4 {
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mul :: proc(m: Mat4, v: Vec4) -> Vec4 {
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return Vec4{
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m[0][0]*v.x + m[1][0]*v.y + m[2][0]*v.z + m[3][0]*v.w,
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m[0][1]*v.x + m[1][1]*v.y + m[2][1]*v.z + m[3][1]*v.w,
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m[0][2]*v.x + m[1][2]*v.y + m[2][2]*v.z + m[3][2]*v.w,
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m[0][3]*v.x + m[1][3]*v.y + m[2][3]*v.z + m[3][3]*v.w,
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m[0][0]*v[0] + m[1][0]*v[1] + m[2][0]*v[2] + m[3][0]*v[3],
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m[0][1]*v[0] + m[1][1]*v[1] + m[2][1]*v[2] + m[3][1]*v[3],
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m[0][2]*v[0] + m[1][2]*v[1] + m[2][2]*v[2] + m[3][2]*v[3],
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m[0][3]*v[0] + m[1][3]*v[1] + m[2][3]*v[2] + m[3][3]*v[3],
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};
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}
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@@ -273,9 +273,9 @@ inverse :: proc(m: Mat4) -> Mat4 {
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mat4_translate :: proc(v: Vec3) -> Mat4 {
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m := mat4_identity();
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m[3][0] = v.x;
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m[3][1] = v.y;
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m[3][2] = v.z;
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m[3][0] = v[0];
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m[3][1] = v[1];
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m[3][2] = v[2];
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m[3][3] = 1;
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return m;
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}
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@@ -289,28 +289,28 @@ mat4_rotate :: proc(v: Vec3, angle_radians: f32) -> Mat4 {
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rot := mat4_identity();
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rot[0][0] = c + t.x*a.x;
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rot[0][1] = 0 + t.x*a.y + s*a.z;
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rot[0][2] = 0 + t.x*a.z - s*a.y;
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rot[0][0] = c + t[0]*a[0];
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rot[0][1] = 0 + t[0]*a[1] + s*a[2];
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rot[0][2] = 0 + t[0]*a[2] - s*a[1];
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rot[0][3] = 0;
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rot[1][0] = 0 + t.y*a.x - s*a.z;
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rot[1][1] = c + t.y*a.y;
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rot[1][2] = 0 + t.y*a.z + s*a.x;
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rot[1][0] = 0 + t[1]*a[0] - s*a[2];
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rot[1][1] = c + t[1]*a[1];
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rot[1][2] = 0 + t[1]*a[2] + s*a[0];
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rot[1][3] = 0;
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rot[2][0] = 0 + t.z*a.x + s*a.y;
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rot[2][1] = 0 + t.z*a.y - s*a.x;
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rot[2][2] = c + t.z*a.z;
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rot[2][0] = 0 + t[2]*a[0] + s*a[1];
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rot[2][1] = 0 + t[2]*a[1] - s*a[0];
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rot[2][2] = c + t[2]*a[2];
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rot[2][3] = 0;
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return rot;
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}
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scale :: proc(m: Mat4, v: Vec3) -> Mat4 {
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m[0][0] *= v.x;
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m[1][1] *= v.y;
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m[2][2] *= v.z;
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m[0][0] *= v[0];
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m[1][1] *= v[1];
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m[2][2] *= v[2];
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return m;
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}
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@@ -328,9 +328,9 @@ look_at :: proc(eye, centre, up: Vec3) -> Mat4 {
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u := cross(s, f);
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return Mat4{
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{+s.x, +u.x, -f.x, 0},
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{+s.y, +u.y, -f.y, 0},
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{+s.z, +u.z, -f.z, 0},
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{+s[0], +u[0], -f[0], 0},
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{+s[1], +u[1], -f[1], 0},
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{+s[2], +u[2], -f[2], 0},
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{-dot(s, eye), -dot(u, eye), dot(f, eye), 1},
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};
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}
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