;;;; Vector arithmetic over raylib's Vector2 and Vector3, in Flan. ;;;; ;;;; This is raymath, and raymath is the one part of raylib that cannot be ;;;; bound at all. raymath.h defines every one of its functions `static ;;;; inline` (RMAPI expands to it), so Vector2Add and Clamp and Remap have no ;;;; symbol in libraylib for `declare-c` to name — not a signature the ;;;; importer gets wrong, not a struct the package has not described, but ;;;; nothing to link against. TODO.org, "raymath is written in Flan, because ;;;; static inline has no symbol", records it and names the two ways out: write ;;;; the arithmetic in Flan, or a small C file re-exporting them as symbols. ;;;; ;;;; It is written in Flan, and the measurement that decided it was already ;;;; taken: examples/shapes-following-eyes.fln is an example whose every ;;;; line is vector maths, ported without a vector library, and its own ;;;; header reports that this cost nothing — the C does not use raymath there ;;;; either. A C shim would buy identical arithmetic at the price of a ;;;; compilation unit in the build, a second place raylib's semantics are ;;;; written down, and a third target's worth of it for the web build. ;;;; ;;;; Every function here is raymath's, semantics included, and the ones where ;;;; that is not obvious say so. The one worth knowing without reading: at ;;;; zero length, v2-normalize and v3-normalize answer the zero vector rather ;;;; than dividing and producing NaNs. raymath makes that choice and a caller ;;;; who has raymath in mind would be surprised by the other one. ;;;; ;;;; ── Why this is a file of its own ─────────────────────────────────── ;;;; ;;;; The split is on `declare-c`, not on "idiomatic". raylib.fln is the ;;;; package's statement about C: every line in it is a declaration or a thin ;;;; wrapper over one, it is the file the header check reads hand-written ;;;; signatures out of, and a wrong line in it stops the build. There is not ;;;; one `declare-c` below and there never will be, because there is nothing ;;;; to declare — so nothing here can be checked against a header, and ;;;; nothing here can be made wrong by raylib changing. A reader who wants to ;;;; know what the package claims about C should not have to walk past four ;;;; hundred lines of float arithmetic to find out, and 1300 lines of ;;;; raylib.fln is already the argument against adding to it. ;;;; ;;;; A package is a directory, so this is simply another .fln beside the ;;;; others and is qualified `rl/` like the rest of it. ;;;; ;;;; ── Names ─────────────────────────────────────────────────────────── ;;;; ;;;; `v2-` and `v3-`, not `vector2-`. These appear nested inside each other — ;;;; `rl/v2-add(p, rl/v2-scale(d, t))` is the ordinary shape — and the longer ;;;; spelling puts more characters between the reader and the arithmetic than ;;;; it puts meaning. The prefix still says the type, which is the part a ;;;; language without generics needs it to say. ;;;; ;;;; ── What is NOT here, on purpose ──────────────────────────────────── ;;;; ;;;; `clamp` and `lerp`. Both are already in the prelude — clamp as a macro ;;;; (prelude.ml, "clamp is a macro and not a function"), lerp as a function ;;;; — and both are unqualified names every program already has; ;;;; examples/textures-fog-of-war.fln calls the prelude's clamp today. A ;;;; second `rl/lerp` would not even be the same function: the prelude writes ;;;; the weighted sum `(1-t)a + tb`, which returns b exactly at t = 1.0, ;;;; where raymath writes `a + t*(b - a)`, which does not once rounding is ;;;; involved. Shipping both under names one letter apart is a bug waiting ;;;; for whoever picks the wrong one. So: use the prelude's, and what is ;;;; added below is the neighbours the prelude does not have. ;; ── f32, the scalars raymath has and the prelude does not ─────────── ;; Where `value` falls between `start` and `end`, as 0.0 at start and 1.0 at ;; end. raymath spells this `Normalize`, which collides with the vector ;; normalize two sections down and means something unrelated to it; it is the ;; inverse of lerp and is named for that. start = end is a division by zero, ;; as it is in raymath: an empty range has no answer and inventing one would ;; hide the caller's bug. fn inverse-lerp(value: f32, start: f32, end: f32) -> f32 (value - start) / (end - start) ;; raymath's Remap, to the character: inverse-lerp on the input range, then ;; lerp on the output range, and NOT clamped to either. A value outside the ;; input range maps outside the output range, which is what makes it usable ;; for extrapolation — a caller who wants it bounded writes the prelude's ;; clamp around it and can see that they did. ;; ;; Written as one expression rather than as lerp(out-start, out-end, ;; inverse-lerp(...)) because the prelude's lerp is the weighted-sum form ;; and raymath's Remap is the a + t*(b - a) form; composing them would be a ;; different function in the last bit. fn remap(value: f32, in-start: f32, in-end: f32, out-start: f32, out-end: f32) -> f32 (value - in-start) / (in-end - in-start) * (out-end - out-start) + out-start ;; raymath's Wrap. Brings a value into [min, max) by subtracting whole spans ;; of it — an angle past 2π, a scrolling offset past the tile width. floor ;; and not truncation, so a value below min wraps up instead of sticking. fn wrap-f32(value: f32, lo: f32, hi: f32) -> f32 value - (hi - lo) * floor-f32((value - lo) / (hi - lo)) ;; ── Vector2 ───────────────────────────────────────────────────────── fn v2-add(a: Vector2, b: Vector2) -> Vector2 Vector2{.x a.x + b.x, .y a.y + b.y} fn v2-sub(a: Vector2, b: Vector2) -> Vector2 Vector2{.x a.x - b.x, .y a.y - b.y} ;; Componentwise, which is raymath's Vector2Multiply and is not a dot product ;; or anything else that deserves the word "multiply" unqualified. It is what ;; a non-uniform scale is written as. fn v2-mul(a: Vector2, b: Vector2) -> Vector2 Vector2{.x a.x * b.x, .y a.y * b.y} fn v2-scale(v: Vector2, k: f32) -> Vector2 = Vector2{.x v.x * k, .y v.y * k} fn v2-negate(v: Vector2) -> Vector2 = Vector2{.x 0.0 - v.x, .y 0.0 - v.y} fn v2-dot(a: Vector2, b: Vector2) -> f32 = a.x * b.x + a.y * b.y ;; The squared forms are not micro-optimisation dressed up: comparing two ;; distances, or a distance against a radius, is the common case and neither ;; needs the square root. raymath has both for the same reason. fn v2-length-sqr(v: Vector2) -> f32 = v.x * v.x + v.y * v.y fn v2-length(v: Vector2) -> f32 = sqrt-f32(v.x * v.x + v.y * v.y) fn v2-distance-sqr(a: Vector2, b: Vector2) -> f32 let dx = a.x - b.x dy = a.y - b.y dx * dx + dy * dy fn v2-distance(a: Vector2, b: Vector2) -> f32 let dx = a.x - b.x dy = a.y - b.y sqrt-f32(dx * dx + dy * dy) ;; Zero in, zero out — raymath's Vector2Normalize guards on `length > 0` and ;; returns {0, 0}, and this does the same. The alternative is dividing by ;; zero and answering a vector of NaNs, which then propagates through every ;; subsequent frame's arithmetic and reports itself somewhere else entirely. ;; The guard is the whole reason this is a function and not two divisions ;; written at the call site. fn v2-normalize(v: Vector2) -> Vector2 let length = sqrt-f32(v.x * v.x + v.y * v.y) if length > 0.0 let inv = 1.0 / length Vector2{.x v.x * inv, .y v.y * inv} else Vector2{.x 0.0 .y 0.0} ;; The signed angle from a to b, in radians, via atan2 of the 2D cross ;; product over the dot. Signed and not absolute, so it says which way to ;; turn; raymath's Vector2Angle is this and not the acos form. fn v2-angle(a: Vector2, b: Vector2) -> f32 atan2-f32(a.x * b.y - a.y * b.x, a.x * b.x + a.y * b.y) ;; a + t*(b - a) componentwise, which is raymath's Vector2Lerp exactly. The ;; note in the file header applies: the prelude's scalar lerp is the ;; weighted-sum form and this is not, so the two do not agree in the last bit ;; at t = 1.0. raymath's is kept here because a vector path that disagrees ;; with raylib's own would be the surprise. fn v2-lerp(a: Vector2, b: Vector2, t: f32) -> Vector2 Vector2{.x a.x + t * (b.x - a.x), .y a.y + t * (b.y - a.y)} ;; Counter-clockwise by `angle` radians in raylib's screen space, which has y ;; growing downward — so on screen it turns the other way from the way the ;; maths reads. raymath's Vector2Rotate, unchanged. fn v2-rotate(v: Vector2, angle: f32) -> Vector2 let c = cos-f32(angle) s = sin-f32(angle) Vector2{.x v.x * c - v.y * s, .y v.x * s + v.y * c} ;; ── Vector3 ───────────────────────────────────────────────────────── fn v3-add(a: Vector3, b: Vector3) -> Vector3 Vector3{.x a.x + b.x, .y a.y + b.y, .z a.z + b.z} fn v3-sub(a: Vector3, b: Vector3) -> Vector3 Vector3{.x a.x - b.x, .y a.y - b.y, .z a.z - b.z} fn v3-mul(a: Vector3, b: Vector3) -> Vector3 Vector3{.x a.x * b.x, .y a.y * b.y, .z a.z * b.z} fn v3-scale(v: Vector3, k: f32) -> Vector3 Vector3{.x v.x * k, .y v.y * k, .z v.z * k} fn v3-negate(v: Vector3) -> Vector3 Vector3{.x 0.0 - v.x, .y 0.0 - v.y, .z 0.0 - v.z} fn v3-dot(a: Vector3, b: Vector3) -> f32 = (a.x * b.x + a.y * b.y) + a.z * b.z ;; Right-handed, which is the convention raylib's camera uses: the cross of ;; the x axis with the y axis is the z axis. fn v3-cross(a: Vector3, b: Vector3) -> Vector3 Vector3({.x a.y * b.z - a.z * b.y, .y a.z * b.x - a.x * b.z, .z a.x * b.y - a.y * b.x}) fn v3-length-sqr(v: Vector3) -> f32 = (v.x * v.x + v.y * v.y) + v.z * v.z fn v3-length(v: Vector3) -> f32 = sqrt-f32((v.x * v.x + v.y * v.y) + v.z * v.z) fn v3-distance-sqr(a: Vector3, b: Vector3) -> f32 let dx = a.x - b.x dy = a.y - b.y dz = a.z - b.z (dx * dx + dy * dy) + dz * dz fn v3-distance(a: Vector3, b: Vector3) -> f32 let dx = a.x - b.x dy = a.y - b.y dz = a.z - b.z sqrt-f32((dx * dx + dy * dy) + dz * dz) ;; Zero in, zero out, exactly as v2-normalize and for the same reason. fn v3-normalize(v: Vector3) -> Vector3 let length = sqrt-f32((v.x * v.x + v.y * v.y) + v.z * v.z) if length > 0.0 let inv = 1.0 / length Vector3{.x v.x * inv, .y v.y * inv, .z v.z * inv} else Vector3{.x 0.0 .y 0.0 .z 0.0} fn v3-lerp(a: Vector3, b: Vector3, t: f32) -> Vector3 Vector3({.x a.x + t * (b.x - a.x), .y a.y + t * (b.y - a.y), .z a.z + t * (b.z - a.z)})