update to Zig 2024.1.0-mach
Related to hexops/mach#1145 Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
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5 changed files with 40 additions and 44 deletions
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@ -752,7 +752,7 @@ test "Mat2x2_mulVec_vec2_ident" {
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const v = math.Vec2.splat(1);
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const ident = math.Mat2x2.ident;
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const expected = v;
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var m = math.Mat2x2.mulVec(&ident, &v);
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const m = math.Mat2x2.mulVec(&ident, &v);
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try testing.expect(math.Vec2, expected).eql(m);
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}
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@ -72,7 +72,7 @@ pub fn Ray(comptime Vec3P: type) type {
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vc: *const Vec3P,
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backface_culling: bool,
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) ?Hit {
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var kz: u8 = maxDim([3]P{
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const kz: u8 = maxDim([3]P{
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@abs(ray.direction.v[0]),
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@abs(ray.direction.v[1]),
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@abs(ray.direction.v[2]),
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@ -110,25 +110,25 @@ pub fn Ray(comptime Vec3P: type) type {
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var u: P = cx * by - cy * bx;
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var v: P = ax * cy - ay * cx;
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var w: P = bx * ay - by * ax;
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const w: P = bx * ay - by * ax;
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// Double precision fallback
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if (u == 0.0 or v == 0.0 or w == 0.0) {
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const cxby: PP = @as(PP, @floatCast(cx)) *
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@as(PP, @floatCast(by));
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var cybx: PP = @as(PP, @floatCast(cy)) *
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const cybx: PP = @as(PP, @floatCast(cy)) *
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@as(PP, @floatCast(bx));
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u = @floatCast(cxby - cybx);
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var axcy: PP = @as(PP, @floatCast(ax)) *
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const axcy: PP = @as(PP, @floatCast(ax)) *
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@as(PP, @floatCast(cy));
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var aycx: PP = @as(PP, @floatCast(ay)) *
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const aycx: PP = @as(PP, @floatCast(ay)) *
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@as(PP, @floatCast(cx));
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v = @floatCast(axcy - aycx);
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var bxay: PP = @as(PP, @floatCast(bx)) *
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const bxay: PP = @as(PP, @floatCast(bx)) *
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@as(PP, @floatCast(ay));
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var byax: PP = @as(PP, @floatCast(by)) *
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const byax: PP = @as(PP, @floatCast(by)) *
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@as(PP, @floatCast(ax));
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v = @floatCast(bxay - byax);
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}
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