Damn I didn't even know this language could do that, I guess an issue
with namespacing fixed itself
This commit is contained in:
@@ -74,10 +74,10 @@ Utf32ToUtf16 :: (codepoint: U32): [2]U16, S64
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StringToString16 :: (arena: *Arena, in: String): String16
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in_str := &in[0]
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// @Note(Krzosa): Should be more then enough space
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alloc_size := (Length(in)*2)+1
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alloc_size := (Len(in)*2)+1
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result := String16{str = PushSize(arena, alloc_size->U64)}
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for i := 0, i < Length(in)
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s32, s32_len := Utf8ToUtf32(in_str + i, Length(in) - i)
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for i := 0, i < Len(in)
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s32, s32_len := Utf8ToUtf32(in_str + i, Len(in) - i)
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if s32_len != 0
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i += s32_len
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s16, s16_len := Utf32ToUtf16(s32)
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@@ -4,45 +4,6 @@ sinf :: #foreign (value: F32): F32
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Vec2I :: struct;; x: S64; y: S64
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Vec2 :: struct;; x: F32; y: F32
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Vec3 :: struct;; x: F32; y: F32; z: F32
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Vec3_Cross :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x,
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}
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return result
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Vec3_Normalize :: (a: Vec3): Vec3
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length := Vec3_Length(a)
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result := a / length
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return result
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Vec3_Reflect :: (a: Vec3, normal: Vec3): Vec3
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an := Vec3_Dot(a, normal)*2
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result := a - a * an
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return result
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Vec3_ConvertToARGB :: (a: Vec3): U32
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a.x = F32_Clamp(0, a.x, 1)
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a.y = F32_Clamp(0, a.y, 1)
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a.z = F32_Clamp(0, a.z, 1)
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r := (a.x * 255)->U32 << 16
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g := (a.y * 255)->U32 << 8
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b := (a.z * 255)->U32 << 0
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result := r | g | b
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return result
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Vec3_Length :: (a: Vec3): F32 ;; return sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
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Vec3_Negate :: (a: Vec3): Vec3 ;; return Vec3{-a.x, -a.y, -a.z}
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Vec3_Dot :: (a: Vec3, b: Vec3): F32 ;; return a.x*b.x + a.y*b.y + a.z*b.z
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"*" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x*b.x, a.y*b.y, a.z*b.z}
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"*" :: (a: Vec3, b: F32) : Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b}
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"+" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x+b.x, a.y+b.y, a.z+b.z}
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"/" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x/b.x, a.y/b.y, a.z/b.z}
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"/" :: (a: Vec3, b: F32): Vec3 ;; return Vec3{a.x/b, a.y/b, a.z/b}
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"-" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x-b.x, a.y-b.y, a.z-b.z}
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F32_Clamp :: (min: F32, value: F32, max: F32): F32
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if value > max;; return max
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41
modules/MathVec3.core
Normal file
41
modules/MathVec3.core
Normal file
@@ -0,0 +1,41 @@
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#import "Math.core"
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Vec3 :: struct;; x: F32; y: F32; z: F32
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Cross :: (a: Vec3, b: Vec3): Vec3
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result := Vec3{
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a.y * b.z - a.z * b.y,
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a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x,
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}
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return result
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Normalize :: (a: Vec3): Vec3
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length := Length(a)
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result := a / length
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return result
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Reflect :: (a: Vec3, normal: Vec3): Vec3
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an := Dot(a, normal)*2
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result := a - a * an
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return result
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ConvertToARGB :: (a: Vec3): U32
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a.x = F32_Clamp(0, a.x, 1)
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a.y = F32_Clamp(0, a.y, 1)
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a.z = F32_Clamp(0, a.z, 1)
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r := (a.x * 255)->U32 << 16
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g := (a.y * 255)->U32 << 8
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b := (a.z * 255)->U32 << 0
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result := r | g | b
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return result
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Length :: (a: Vec3): F32 ;; return sqrtf(a.x*a.x + a.y*a.y + a.z*a.z)
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Negate :: (a: Vec3): Vec3 ;; return Vec3{-a.x, -a.y, -a.z}
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Dot :: (a: Vec3, b: Vec3): F32 ;; return a.x*b.x + a.y*b.y + a.z*b.z
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"*" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x*b.x, a.y*b.y, a.z*b.z}
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"*" :: (a: Vec3, b: F32) : Vec3 ;; return Vec3{a.x*b, a.y*b, a.z*b}
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"+" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x+b.x, a.y+b.y, a.z+b.z}
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"/" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x/b.x, a.y/b.y, a.z/b.z}
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"/" :: (a: Vec3, b: F32): Vec3 ;; return Vec3{a.x/b, a.y/b, a.z/b}
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"-" :: (a: Vec3, b: Vec3): Vec3 ;; return Vec3{a.x-b.x, a.y-b.y, a.z-b.z}
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@@ -101,9 +101,9 @@ Print :: (string: String, args: ..)
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buffer_len: S64
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arg_counter := 0
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for i := 0, i < Length(string), i+=1
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for i := 0, i < Len(string), i+=1
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if string[i] == '%'
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Assert(arg_counter < Length(args), "Passing too many [%] to a print lambda")
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Assert(arg_counter < Len(args), "Passing too many [%] to a print lambda")
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arg := args[arg_counter++]
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if arg.type == S64
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