;;;; 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. NEXT.md item 4 records it and names the two ;;;; ways out: write the arithmetic in Flan, or compile a small C file that ;;;; re-exports the inlines as real symbols. ;;;; ;;;; It is written in Flan, and the measurement that decided it was already ;;;; taken: examples/shapes-following-eyes.flan 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.flan 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.flan is already the argument against adding to it. ;;;; ;;;; A package is a directory, so this is simply another .flan 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.flan 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. (defn 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. (defn 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. (defn wrap-f32 [value f32 lo f32 hi f32] f32 (- value (* (- hi lo) (floor-f32 (/ (- value lo) (- hi lo)))))) ;; ── Vector2 ───────────────────────────────────────────────────────── (defn v2-add [a Vector2 b Vector2] Vector2 (Vector2 {.x (+ (.x a) (.x b)) .y (+ (.y a) (.y b))})) (defn v2-sub [a Vector2 b Vector2] Vector2 (Vector2 {.x (- (.x a) (.x b)) .y (- (.y a) (.y b))})) ;; 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. (defn v2-mul [a Vector2 b Vector2] Vector2 (Vector2 {.x (* (.x a) (.x b)) .y (* (.y a) (.y b))})) (defn v2-scale [v Vector2 k f32] Vector2 (Vector2 {.x (* (.x v) k) .y (* (.y v) k)})) (defn v2-negate [v Vector2] Vector2 (Vector2 {.x (- 0.0 (.x v)) .y (- 0.0 (.y v))})) (defn v2-dot [a Vector2 b Vector2] f32 (+ (* (.x a) (.x b)) (* (.y a) (.y b)))) ;; 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. (defn v2-length-sqr [v Vector2] f32 (+ (* (.x v) (.x v)) (* (.y v) (.y v)))) (defn v2-length [v Vector2] f32 (sqrt-f32 (+ (* (.x v) (.x v)) (* (.y v) (.y v))))) (defn v2-distance-sqr [a Vector2 b Vector2] f32 (let [dx (- (.x a) (.x b)) dy (- (.y a) (.y b))] (+ (* dx dx) (* dy dy)))) (defn v2-distance [a Vector2 b Vector2] f32 (let [dx (- (.x a) (.x b)) dy (- (.y a) (.y b))] (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. (defn v2-normalize [v Vector2] Vector2 (let [length (sqrt-f32 (+ (* (.x v) (.x v)) (* (.y v) (.y v))))] (if (> length 0.0) (let [inv (/ 1.0 length)] (Vector2 {.x (* (.x v) inv) .y (* (.y v) inv)})) (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. (defn v2-angle [a Vector2 b Vector2] f32 (atan2-f32 (- (* (.x a) (.y b)) (* (.y a) (.x b))) (+ (* (.x a) (.x b)) (* (.y a) (.y b))))) ;; 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. (defn v2-lerp [a Vector2 b Vector2 t f32] Vector2 (Vector2 {.x (+ (.x a) (* t (- (.x b) (.x a)))) .y (+ (.y a) (* t (- (.y b) (.y a))))})) ;; 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. (defn v2-rotate [v Vector2 angle f32] Vector2 (let [c (cos-f32 angle) s (sin-f32 angle)] (Vector2 {.x (- (* (.x v) c) (* (.y v) s)) .y (+ (* (.x v) s) (* (.y v) c))}))) ;; ── Vector3 ───────────────────────────────────────────────────────── (defn v3-add [a Vector3 b Vector3] Vector3 (Vector3 {.x (+ (.x a) (.x b)) .y (+ (.y a) (.y b)) .z (+ (.z a) (.z b))})) (defn v3-sub [a Vector3 b Vector3] Vector3 (Vector3 {.x (- (.x a) (.x b)) .y (- (.y a) (.y b)) .z (- (.z a) (.z b))})) (defn v3-mul [a Vector3 b Vector3] Vector3 (Vector3 {.x (* (.x a) (.x b)) .y (* (.y a) (.y b)) .z (* (.z a) (.z b))})) (defn v3-scale [v Vector3 k f32] Vector3 (Vector3 {.x (* (.x v) k) .y (* (.y v) k) .z (* (.z v) k)})) (defn v3-negate [v Vector3] Vector3 (Vector3 {.x (- 0.0 (.x v)) .y (- 0.0 (.y v)) .z (- 0.0 (.z v))})) (defn v3-dot [a Vector3 b Vector3] f32 (+ (+ (* (.x a) (.x b)) (* (.y a) (.y b))) (* (.z a) (.z b)))) ;; Right-handed, which is the convention raylib's camera uses: the cross of ;; the x axis with the y axis is the z axis. (defn v3-cross [a Vector3 b Vector3] Vector3 (Vector3 {.x (- (* (.y a) (.z b)) (* (.z a) (.y b))) .y (- (* (.z a) (.x b)) (* (.x a) (.z b))) .z (- (* (.x a) (.y b)) (* (.y a) (.x b)))})) (defn v3-length-sqr [v Vector3] f32 (+ (+ (* (.x v) (.x v)) (* (.y v) (.y v))) (* (.z v) (.z v)))) (defn v3-length [v Vector3] f32 (sqrt-f32 (+ (+ (* (.x v) (.x v)) (* (.y v) (.y v))) (* (.z v) (.z v))))) (defn v3-distance-sqr [a Vector3 b Vector3] f32 (let [dx (- (.x a) (.x b)) dy (- (.y a) (.y b)) dz (- (.z a) (.z b))] (+ (+ (* dx dx) (* dy dy)) (* dz dz)))) (defn v3-distance [a Vector3 b Vector3] f32 (let [dx (- (.x a) (.x b)) dy (- (.y a) (.y b)) dz (- (.z a) (.z b))] (sqrt-f32 (+ (+ (* dx dx) (* dy dy)) (* dz dz))))) ;; Zero in, zero out, exactly as v2-normalize and for the same reason. (defn v3-normalize [v Vector3] Vector3 (let [length (sqrt-f32 (+ (+ (* (.x v) (.x v)) (* (.y v) (.y v))) (* (.z v) (.z v))))] (if (> length 0.0) (let [inv (/ 1.0 length)] (Vector3 {.x (* (.x v) inv) .y (* (.y v) inv) .z (* (.z v) inv)})) (Vector3 {.x 0.0 .y 0.0 .z 0.0})))) (defn v3-lerp [a Vector3 b Vector3 t f32] Vector3 (Vector3 {.x (+ (.x a) (* t (- (.x b) (.x a)))) .y (+ (.y a) (* t (- (.y b) (.y a)))) .z (+ (.z a) (* t (- (.z b) (.z a))))}))