79 lines
1.5 KiB
PSL
79 lines
1.5 KiB
PSL
func print(c: u8):
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foreign func putchar(c: i32) -> i32
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putchar(c as i32)
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func print_i32(x: i32):
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if x < 0:
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print('-')
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print_i32(-x)
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return
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if x >= 10:
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print_i32(x / 10)
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print('0' + (x % 10 as u8))
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func print_f32(x: f32):
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if x < 0.0:
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print('-')
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print_f32(-x)
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return
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foreign func floorf(x: f32) -> f32
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let floor = floorf(x) as i32
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print_i32(floor)
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print('.')
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mut y = x - (floor as f32)
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mut i = 0
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while i < 5:
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y = y * 10.0
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let yfloor = floorf(y) as i32
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print('0' + (yfloor as u8))
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y = y - (yfloor as f32)
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i = i + 1
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struct vec3:
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x: f32
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y: f32
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z: f32
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func print_vec3(v: vec3):
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print('(')
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print_f32(v.x)
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print(',')
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print_f32(v.y)
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print(',')
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print_f32(v.z)
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print(')')
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func dot(a: vec3, b: vec3) -> f32:
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return a.x * b.x + a.y * b.y + a.z * b.z
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func add(a: vec3, b: vec3) -> vec3:
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return vec3(a.x + b.x, a.y + b.y, a.z + b.z)
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func mult(a: vec3, b: f32) -> vec3:
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return vec3(a.x * b, a.y * b, a.z * b)
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func normalized(v: vec3) -> vec3:
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foreign func sqrtf(x: f32) -> f32
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return mult(v, 1.0 / sqrtf(dot(v, v)))
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struct ray:
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origin: vec3
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direction: vec3
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func intersect_plane(ray: ray, normal: vec3, value: f32) -> f32:
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return (value - dot(ray.origin, normal)) / dot(ray.direction, normal)
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let t = intersect_plane(ray(vec3(0.0, 0.0, 5.0), vec3(0.0, 1.0, -1.0)), vec3(0.0, 0.0, 1.0), 0.0)
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let a = vec3(5.0, 1.0, 4.0)
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let n = normalized(vec3(1.0, 2.0, 3.0))
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let b = add(a, mult(n, -dot(a, n)))
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print_vec3(a)
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print('\n')
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print_vec3(n)
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print('\n')
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print_vec3(b)
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print('\n')
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print_f32(dot(b, n))
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print('\n')
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