factor/extra/jamshred/oint/oint.factor

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Factor

! Copyright (C) 2007, 2008 Alex Chapman
! See http://factorcode.org/license.txt for BSD license.
USING: accessors arrays kernel locals math math.constants math.functions math.matrices math.vectors random sequences ;
IN: jamshred.oint
! An oint is a point with three linearly independent unit vectors
! given relative to that point. In jamshred a player's location and
! direction are given by the player's oint. Similarly, a tunnel
! segment's location and orientation are given by an oint.
TUPLE: oint location forward up left ;
C: <oint> oint
: rotation-quaternion ( theta axis -- quaternion )
swap 2 / dup cos swap sin rot n*v first3 rect> [ rect> ] dip 2array ;
<PRIVATE
! inline old math.quaternions to get this to work, eww.
: ** ( x y -- z ) conjugate * ; inline
: 2q ( u v -- u' u'' v' v'' ) [ first2 ] bi@ ; inline
: q*a ( u v -- a ) 2q swapd ** [ * ] dip - ; inline
: q*b ( u v -- b ) 2q [ ** swap ] dip * + ; inline
: q* ( u v -- u*v )
[ q*a ] [ q*b ] 2bi 2array ;
: v>q ( v -- q )
first3 rect> [ 0 swap rect> ] dip 2array ;
: q>v ( q -- v )
first2 [ imaginary-part ] dip >rect 3array ;
: qconjugate ( u -- u' )
first2 [ conjugate ] [ neg ] bi* 2array ;
: qrecip ( u -- 1/u )
qconjugate dup norm-sq v/n ;
PRIVATE>
: rotate-vector ( q qrecip v -- v )
v>q swap q* q* q>v ;
: rotate-oint ( oint theta axis -- )
rotation-quaternion dup qrecip pick
[ forward>> rotate-vector >>forward ]
[ up>> rotate-vector >>up ]
[ left>> rotate-vector >>left ] 3tri drop ;
: left-pivot ( oint theta -- )
over left>> rotate-oint ;
: up-pivot ( oint theta -- )
over up>> rotate-oint ;
: forward-pivot ( oint theta -- )
over forward>> rotate-oint ;
: random-float+- ( n -- m )
! find a random float between -n/2 and n/2
dup 10000 * >integer random 10000 / swap 2 / - ;
: random-turn ( oint theta -- )
2 / 2dup random-float+- left-pivot random-float+- up-pivot ;
: location+ ( v oint -- )
[ location>> v+ ] [ location<< ] bi ;
: go-forward ( distance oint -- )
[ forward>> n*v ] [ location+ ] bi ;
: distance-vector ( oint oint -- vector )
[ location>> ] bi@ swap v- ;
: distance ( oint oint -- distance )
distance-vector norm ;
: scalar-projection ( v1 v2 -- n )
! the scalar projection of v1 onto v2
[ v. ] [ norm ] bi / ;
: proj-perp ( u v -- w )
dupd proj v- ;
: perpendicular-distance ( oint oint -- distance )
[ distance-vector ] keep 2dup left>> scalar-projection abs
-rot up>> scalar-projection abs + ;
:: reflect ( v n -- v' )
! bounce v on a surface with normal n
v v n v. n n v. / 2 * n n*v v- ;
: half-way ( p1 p2 -- p3 )
over v- 2 v/n v+ ;
: half-way-between-oints ( o1 o2 -- p )
[ location>> ] bi@ half-way ;