;;;; raylib [shapes] example - following eyes ;;;; ;;;; examples/shapes/shapes_following_eyes.c. Ported for the thing it needs ;;;; that raylib does not supply: the whole update is vector arithmetic — ;;;; subtract two points, take the angle, walk back out along it — and every ;;;; one of those steps is raymath. raymath is `static inline` in ;;;; raymath.h, so Vector2Subtract and Vector2Angle have no symbol in ;;;; libraylib at all and there is nothing for declare-c to bind. TODO.org, ;;;; "raymath is written in Flan, because static inline has no symbol". ;;;; ;;;; What that costs here is nothing, because the C does not use raymath ;;;; either — it writes the four subtractions out and calls atan2f, cosf and ;;;; sinf from libm, and Flan's prelude already declares all three as ;;;; atan2-f32, cos-f32 and sin-f32. So this file is the *measurement* of the ;;;; gap rather than a workaround for it: an example whose every line is ;;;; vector maths, written without a vector library, in the same shape the C ;;;; has. It reads fine. A Vector2Add would have saved two lines in the whole ;;;; file. ;;;; ;;;; That measurement is what decided the answer, and the answer landed: ;;;; vendor/raylib/vector.flan is raymath written in Flan, since a C shim ;;;; re-exporting the inlines would have bought identical arithmetic at the ;;;; price of a compilation unit and a second place raylib's semantics live. ;;;; The measurement is left standing rather than rewritten away — one ;;;; subtraction below is `rl/v2-sub` and the rest of the file is unchanged, ;;;; including the atan2/cos/sin path, which is deliberate: it needs no guard ;;;; for a zero-length vector where a normalise would. One line saved, in a ;;;; file that is nothing but vector maths, is the honest size of the gap. ;;;; ;;;; The raylib call it does exercise is check-collision-point-circle, which no ;;;; ported example had called, on a frame path, with the point coming ;;;; straight out of get-mouse-position — one struct out of raylib and back ;;;; into it untouched. ;;;; ;;;; The eye geometry, since the C hides it in a subtraction: the iris is ;;;; pinned inside a circle of (sclera - iris) radius about the sclera's ;;;; centre, so the iris disc is tangent to the sclera's edge at the extreme ;;;; rather than hanging over it. import rl "vendor:raylib" const screen-width = 800 const screen-height = 450 const sclera-radius: f32 = 80.0 const iris-radius: f32 = 24.0 once sclera-left: rl/Vector2 once sclera-right: rl/Vector2 once iris-left: rl/Vector2 once iris-right: rl/Vector2 ;; One eye's pupil, given where the mouse is and where the eye is. Answers the ;; mouse position unchanged while it is inside the eye, and the point on the ;; limit circle in that direction when it is outside. ;; ;; The C repeats this block twice with different variables; it is one function ;; here because the two copies are identical and a difference between them ;; would be invisible. fn track(mouse: rl/Vector2, centre: rl/Vector2) -> rl/Vector2 let limit = sclera-radius - iris-radius if rl/check-collision-point-circle(mouse, centre, limit) mouse ;; Outside: the direction from the eye to the mouse, and then `limit` ;; units back out along it. atan2 then cos/sin rather than a normalise, ;; because that is what the C does and because it needs no guard for a ;; zero-length vector — atan2(0,0) is 0 and the pupil sits at the right ;; of the eye, which is unreachable anyway since (0,0) is inside. else let d = rl/v2-sub(mouse, centre) angle = atan2-f32(d.y, d.x) rl/Vector2({.x centre.x + limit * cos-f32(angle), .y centre.y + limit * sin-f32(angle)}) fn main() -> () rl/init-window(screen-width, screen-height, "raylib [shapes] example - following eyes") defer rl/close-window() ;; The C reads these off get-screen-width/get-screen-height after the window ;; is open rather than off the constants, and so does this: on a high-DPI ;; display the two can differ. sclera-left = rl/Vector2({.x f32(rl/get-screen-width()) / 2.0 - 100.0, .y f32(rl/get-screen-height()) / 2.0}) sclera-right = rl/Vector2({.x f32(rl/get-screen-width()) / 2.0 + 100.0, .y f32(rl/get-screen-height()) / 2.0}) iris-left = sclera-left iris-right = sclera-right rl/set-target-fps(60) until rl/window-should-close() ;; Update let mouse = rl/get-mouse-position() iris-left = track(mouse, sclera-left) iris-right = track(mouse, sclera-right) ;; Draw rl/with-drawing: rl/clear-background(rl/raywhite) ;; White of the eye, iris, pupil — in that order, each over the last. rl/draw-circle-v(sclera-left, sclera-radius, rl/lightgray) rl/draw-circle-v(iris-left, iris-radius, rl/brown) rl/draw-circle-v(iris-left, 10.0, rl/black) rl/draw-circle-v(sclera-right, sclera-radius, rl/lightgray) rl/draw-circle-v(iris-right, iris-radius, rl/darkgreen) rl/draw-circle-v(iris-right, 10.0, rl/black) rl/draw-fps(10, 10)