math: zig fmt

Signed-off-by: Stephen Gutekanst <stephen@hexops.com>
This commit is contained in:
Stephen Gutekanst 2024-10-08 22:48:45 -07:00
parent 12e69752d3
commit dc5c1f69a6

View file

@ -92,7 +92,6 @@ pub const Rectangle = struct {
try testing.expect(Vec2, vec2(1.0, 1.0)).eql(v[2]); try testing.expect(Vec2, vec2(1.0, 1.0)).eql(v[2]);
try testing.expect(Vec2, vec2(0.0, 1.0)).eql(v[3]); try testing.expect(Vec2, vec2(0.0, 1.0)).eql(v[3]);
} }
}; };
// A circle shape defined by position and radius. // A circle shape defined by position and radius.
@ -320,7 +319,6 @@ pub const Point = struct {
try testing.expect(bool, Point.collidesLine(Point{ .pos = vec2(0.0, 0.09) }, l)).eql(true); try testing.expect(bool, Point.collidesLine(Point{ .pos = vec2(0.0, 0.09) }, l)).eql(true);
try testing.expect(bool, Point.collidesLine(Point{ .pos = vec2(0.0, 1.0) }, l)).eql(false); try testing.expect(bool, Point.collidesLine(Point{ .pos = vec2(0.0, 1.0) }, l)).eql(false);
} }
}; };
/// A line specified by a start and endpoint and a threshold for the line thickness. /// A line specified by a start and endpoint and a threshold for the line thickness.
@ -345,24 +343,17 @@ pub const Line = struct {
test collidesLine { test collidesLine {
const l0 = Line{ .start = vec2(-1.0, -1.0), .end = vec2(1.0, 1.0), .threshold = 0.0 }; const l0 = Line{ .start = vec2(-1.0, -1.0), .end = vec2(1.0, 1.0), .threshold = 0.0 };
try testing.expect(bool, true).eql( try testing.expect(bool, true).eql(l0.collidesLine(Line{ .start = vec2(-1.0, 1.0), .end = vec2(1.0, -1.0), .threshold = 0.0 }));
l0.collidesLine(Line{.start = vec2(-1.0, 1.0), .end = vec2(1.0, -1.0), .threshold=0.0})); try testing.expect(bool, true).eql(l0.collidesLine(Line{ .start = vec2(-10.0, 0.0), .end = vec2(10.0, 0.0), .threshold = 0.0 }));
try testing.expect(bool, true).eql( try testing.expect(bool, true).eql(l0.collidesLine(Line{ .start = vec2(-10.0, 1.0), .end = vec2(10.0, 1.0), .threshold = 0.0 }));
l0.collidesLine(Line{.start = vec2(-10.0, 0.0), .end = vec2(10.0, 0.0), .threshold=0.0})); try testing.expect(bool, true).eql(l0.collidesLine(Line{ .start = vec2(-10.0, -1.0), .end = vec2(10.0, -1.0), .threshold = 0.0 }));
try testing.expect(bool, true).eql(
l0.collidesLine(Line{.start = vec2(-10.0, 1.0), .end = vec2(10.0, 1.0), .threshold=0.0}));
try testing.expect(bool, true).eql(
l0.collidesLine(Line{.start = vec2(-10.0, -1.0), .end = vec2(10.0, -1.0), .threshold=0.0}));
// TODO: fails if same line // TODO: fails if same line
//try testing.expect(bool, true).eql( //try testing.expect(bool, true).eql(
// l0.collidesLine(l0)); // l0.collidesLine(l0));
try testing.expect(bool, false).eql( try testing.expect(bool, false).eql(l0.collidesLine(Line{ .start = vec2(-1.1, -1.1), .end = vec2(1.1, 1.1), .threshold = 0.0 }));
l0.collidesLine(Line{.start = vec2(-1.1, -1.1), .end = vec2(1.1, 1.1), .threshold=0.0})); try testing.expect(bool, false).eql(l0.collidesLine(Line{ .start = vec2(-10.0, 2.0), .end = vec2(10.0, 2.0), .threshold = 0.0 }));
try testing.expect(bool, false).eql(
l0.collidesLine(Line{.start = vec2(-10.0, 2.0), .end = vec2(10.0, 2.0), .threshold=0.0}));
} }
}; };
@ -403,13 +394,7 @@ test minmaxProjectionDistance {
const n_up = vec2(0.0, 1.0); const n_up = vec2(0.0, 1.0);
const n_right = vec2(1.0, 0.0); const n_right = vec2(1.0, 0.0);
const v0 = vec2(0.0, 0.0); const v0 = vec2(0.0, 0.0);
const v = [_]Vec2{ const v = [_]Vec2{ vec2(2.0, 0.0), vec2(1.0, 1.0), vec2(0.0, -2.0), vec2(-1.0, 2.0), vec2(-2.0, 1.0) };
vec2(2.0, 0.0),
vec2(1.0, 1.0),
vec2(0.0, -2.0),
vec2(-1.0, 2.0),
vec2(-2.0, 1.0)
};
{ {
const minmax = minmaxProjectionDistance(n_up, v0, &v); const minmax = minmaxProjectionDistance(n_up, v0, &v);
@ -422,22 +407,18 @@ test minmaxProjectionDistance {
try testing.expect(f32, -2.0).eql(minmax[0]); try testing.expect(f32, -2.0).eql(minmax[0]);
try testing.expect(f32, 2.0).eql(minmax[1]); try testing.expect(f32, 2.0).eql(minmax[1]);
} }
} }
const VertexDepthResult = struct { const VertexDepthResult = struct {
v0: Vec2 = undefined, v0: Vec2 = undefined,
v1: ?Vec2 = null, v1: ?Vec2 = null,
/// Depth of vertex. Positive in the opposite direction of the normal. /// Depth of vertex. Positive in the opposite direction of the normal.
d: f32 d: f32,
}; };
/// Find the vertex in v that is deepest behind the line defined by the point v0 and normal n. /// Find the vertex in v that is deepest behind the line defined by the point v0 and normal n.
pub fn findDeepestVertex(n: Vec2, v0: Vec2, v: []const Vec2) VertexDepthResult { pub fn findDeepestVertex(n: Vec2, v0: Vec2, v: []const Vec2) VertexDepthResult {
var min_depth = VertexDepthResult{ var min_depth = VertexDepthResult{ .v0 = v[0], .d = n.dot(&v[0].sub(&v0)) };
.v0 = v[0],
.d = n.dot(&v[0].sub(&v0))
};
for (v[1..]) |vb| { for (v[1..]) |vb| {
const d = n.dot(&vb.sub(&v0)); const d = n.dot(&vb.sub(&v0));
if (d < min_depth.d) { if (d < min_depth.d) {
@ -463,7 +444,7 @@ test findDeepestVertex {
vec2(1.0, 1.0), vec2(1.0, 1.0),
vec2(0.0, -2.0), // Deepest vec2(0.0, -2.0), // Deepest
vec2(-1.0, 2.0), vec2(-1.0, 2.0),
vec2(-2.0, 1.0) vec2(-2.0, 1.0),
}; };
const depth = findDeepestVertex(n_up, v0, &v); const depth = findDeepestVertex(n_up, v0, &v);
@ -478,7 +459,7 @@ test findDeepestVertex {
vec2(1.0, 1.0), vec2(1.0, 1.0),
vec2(0.0, -3.0), // Deepest vec2(0.0, -3.0), // Deepest
vec2(-1.0, -3.0), // Deepest vec2(-1.0, -3.0), // Deepest
vec2(-2.0, 1.0) vec2(-2.0, 1.0),
}; };
const depth = findDeepestVertex(n_up, v0, &v); const depth = findDeepestVertex(n_up, v0, &v);
@ -493,7 +474,7 @@ test findDeepestVertex {
vec2(2.0, 0.5), // Closest vec2(2.0, 0.5), // Closest
vec2(1.0, 1.0), vec2(1.0, 1.0),
vec2(0.0, 3.0), vec2(0.0, 3.0),
vec2(-2.0, 1.0) vec2(-2.0, 1.0),
}; };
const depth = findDeepestVertex(n_up, v0, &v); const depth = findDeepestVertex(n_up, v0, &v);
@ -501,7 +482,6 @@ test findDeepestVertex {
try testing.expect(?Vec2, null).eql(depth.v1); try testing.expect(?Vec2, null).eql(depth.v1);
try testing.expect(f32, -0.5).eql(depth.d); try testing.expect(f32, -0.5).eql(depth.d);
} }
} }
/// Contains information to separate two colliding shapes. /// Contains information to separate two colliding shapes.
@ -571,10 +551,7 @@ test findMinSeparation {
try testing.expect(f32, 0.25).eql(result.?.d); try testing.expect(f32, 0.25).eql(result.?.d);
// Not colliding - bottom edge of triangle_0 separates the two // Not colliding - bottom edge of triangle_0 separates the two
try testing.expect(?SeparationResult, null).eql( try testing.expect(?SeparationResult, null).eql(findMinSeparation(&triangle_2, &triangle_0));
findMinSeparation(&triangle_2, &triangle_0)
);
} }
/// Compute a Contact report between polygon_a and polygon_b if they are colliding. /// Compute a Contact report between polygon_a and polygon_b if they are colliding.
@ -612,11 +589,7 @@ pub fn polygonPolygonContact(polygon_a: []const Vec2, polygon_b: []const Vec2) ?
} else { } else {
// Paralell edges - find two contact points // Paralell edges - find two contact points
const edge = vec2(min_separation_a.n.y(), -min_separation_a.n.x()); const edge = vec2(min_separation_a.n.y(), -min_separation_a.n.x());
const vertices = [_]Vec2{ const vertices = [_]Vec2{ min_separation_a.v0, min_separation_a.v1.?, min_separation_b.v0, min_separation_b.v1.? };
min_separation_a.v0,
min_separation_a.v1.?,
min_separation_b.v0,
min_separation_b.v1.?};
const from_a = [4]bool{ true, true, false, false }; const from_a = [4]bool{ true, true, false, false };
var distances: [4]f32 = undefined; var distances: [4]f32 = undefined;
for (vertices, &distances) |v, *d| { for (vertices, &distances) |v, *d| {
@ -636,10 +609,8 @@ pub fn polygonPolygonContact(polygon_a: []const Vec2, polygon_b: []const Vec2) ?
depth = min_separation_a.d; depth = min_separation_a.d;
normal = min_separation_a.n.mulScalar(-1.0); normal = min_separation_a.n.mulScalar(-1.0);
cp1_a = if (from_a[idx[1]]) vertices[idx[1]] cp1_a = if (from_a[idx[1]]) vertices[idx[1]] else vertices[idx[1]].add(&normal.mulScalar(depth));
else vertices[idx[1]].add(&normal.mulScalar(depth)); cp2_a = if (from_a[idx[2]]) vertices[idx[2]] else vertices[idx[2]].add(&normal.mulScalar(depth));
cp2_a = if (from_a[idx[2]]) vertices[idx[2]]
else vertices[idx[2]].add(&normal.mulScalar(depth));
} }
} }
@ -730,15 +701,7 @@ pub fn circlePolygonContact(circle_a: Circle, polygon_b: []const Vec2) ?Contact
var cp1_a: ?Vec2 = null; var cp1_a: ?Vec2 = null;
var v0 = polygon_b[polygon_b.len - 1]; var v0 = polygon_b[polygon_b.len - 1];
var min_result = struct { var min_result = struct { n: Vec2, d: f32, i: usize }{ .n = vec2(0.0, 0.0), .d = std.math.floatMax(f32), .i = undefined };
n: Vec2,
d: f32,
i: usize
}{
.n = vec2(0.0, 0.0),
.d = std.math.floatMax(f32),
.i = undefined
};
var closest_vertex = struct { var closest_vertex = struct {
v: Vec2 = undefined, v: Vec2 = undefined,
d: f32 = std.math.floatMax(f32), d: f32 = std.math.floatMax(f32),
@ -816,9 +779,7 @@ test circlePolygonContact {
try testing.expect(bool, true).eql(false); try testing.expect(bool, true).eql(false);
} }
try testing.expect(?Contact, null).eql( try testing.expect(?Contact, null).eql(circlePolygonContact(Circle{ .pos = vec2(-1.0, 0.0), .radius = 1.0 }, &r1));
circlePolygonContact(Circle{.pos=vec2(-1.0, 0.0), .radius = 1.0}, &r1)
);
} }
/// Compute a Contact report between two circles. /// Compute a Contact report between two circles.
@ -841,9 +802,7 @@ pub fn circleCircleContact(circle_a: Circle, circle_b: Circle) ?Contact {
} }
test circleCircleContact { test circleCircleContact {
if (circleCircleContact(Circle{.pos=vec2(0.0, 0.0), .radius = 1.0}, if (circleCircleContact(Circle{ .pos = vec2(0.0, 0.0), .radius = 1.0 }, Circle{ .pos = vec2(1.75, 0.0), .radius = 1.0 })) |contact| {
Circle{.pos = vec2(1.75, 0.0), .radius = 1.0})) |contact| {
try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.normal); try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.normal);
try testing.expect(f32, 0.25).eql(contact.depth); try testing.expect(f32, 0.25).eql(contact.depth);
try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.cp1.?); try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.cp1.?);
@ -852,9 +811,7 @@ test circleCircleContact {
try testing.expect(bool, true).eql(false); try testing.expect(bool, true).eql(false);
} }
if (circleCircleContact(Circle{.pos=vec2(0.0, 0.0), .radius = 1.0}, if (circleCircleContact(Circle{ .pos = vec2(0.0, 0.0), .radius = 1.0 }, Circle{ .pos = vec2(2.0, 0.0), .radius = 1.0 })) |contact| {
Circle{.pos = vec2(2.0, 0.0), .radius = 1.0})) |contact| {
try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.normal); try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.normal);
try testing.expect(f32, 0.0).eql(contact.depth); try testing.expect(f32, 0.0).eql(contact.depth);
try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.cp1.?); try testing.expect(Vec2, vec2(1.0, 0.0)).eql(contact.cp1.?);
@ -863,8 +820,5 @@ test circleCircleContact {
try testing.expect(bool, true).eql(false); try testing.expect(bool, true).eql(false);
} }
try testing.expect(?Contact, null).eql( try testing.expect(?Contact, null).eql(circleCircleContact(Circle{ .pos = vec2(0.0, 0.0), .radius = 1.0 }, Circle{ .pos = vec2(2.01, 0.0), .radius = 1.0 }));
circleCircleContact(Circle{.pos=vec2(0.0, 0.0), .radius = 1.0},
Circle{.pos = vec2(2.01, 0.0), .radius = 1.0})
);
} }