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-rw-r--r--src/misc.zig226
1 files changed, 0 insertions, 226 deletions
diff --git a/src/misc.zig b/src/misc.zig
index f2db3d1..6f1d893 100644
--- a/src/misc.zig
+++ b/src/misc.zig
@@ -17,7 +17,6 @@
 // You should have received a copy of the GNU General Public License
 // along with Black Shades.  If not, see <https://www.gnu.org/licenses/>.
 
-const Child = std.meta.Child;
 const Dir = std.fs.Dir;
 const TokenIterator = std.mem.TokenIterator(u8);
 const allocPrint = std.fmt.allocPrint;
@@ -378,231 +377,6 @@ pub fn saveScores(base_dir: []const u8, current: Scores) !void {
     try dir.writeFile("scores.ini", data);
 }
 
-// TODO: move graphics functions to a seperate file
-fn sqr(x: anytype) @TypeOf(x) {
-    return x * x;
-}
-
-fn dot(u: anytype, v: @TypeOf(u)) Child(@TypeOf(u)) {
-    return @reduce(.Add, u * v);
-}
-
-export fn sqrlen(v: XYZ) f32 {
-    const u = @bitCast(@Vector(3, f32), v);
-    return dot(u, u);
-}
-
-fn norm(v: anytype) Child(@TypeOf(v)) {
-    return @sqrt(dot(v, v));
-}
-
-const XYZ = extern struct { x: f32, y: f32, z: f32 };
-
-export fn crossProduct(u: XYZ, v: XYZ) XYZ {
-    return .{
-        .x = u.y * v.z - u.z * v.y,
-        .y = u.z * v.x - u.x * v.z,
-        .z = u.x * v.y - u.y * v.x,
-    };
-}
-
-export fn normalize(v: XYZ) XYZ {
-    const u = @bitCast(@Vector(3, f32), v);
-    const d = norm(u);
-    return if (d == 0) v else @bitCast(XYZ, u / @splat(3, d));
-}
-
-export fn reflect(v: XYZ, n: XYZ) XYZ {
-    const u = @bitCast(@Vector(3, f32), v);
-    const m = @bitCast(@Vector(3, f32), n);
-    return @bitCast(XYZ, u - m * @splat(3, dot(u, m) * 2));
-}
-
-export fn segmentIntersectsSphere(a: XYZ, b: XYZ, j: XYZ, r: f32) bool {
-    // FIXME: call directly with vectors
-    const p = @bitCast(@Vector(3, f32), a);
-    const q = @bitCast(@Vector(3, f32), b);
-    const i = @bitCast(@Vector(3, f32), j);
-
-    if (@reduce(.Or, @max(p, q) < i - @splat(3, r))) return false;
-    if (@reduce(.Or, @min(p, q) > i + @splat(3, r))) return false;
-    // https://en.wikipedia.org/wiki/Line–sphere_intersection
-    const d = q - p; // line's direction
-    const u = d / @splat(3, norm(d)); // unit vector
-    return sqr(dot(u, (p - i))) >= @reduce(.Add, sqr(p - i)) - sqr(r);
-}
-
-export fn getFrustum(frustum: [*][4]f32) void {
-    var proj: [16]f32 = undefined;
-    c.glGetFloatv(c.GL_PROJECTION_MATRIX, &proj);
-
-    var mv: [16]f32 = undefined;
-    c.glGetFloatv(c.GL_MODELVIEW_MATRIX, &mv);
-
-    const clip = [16]f32{
-        mv[0] * proj[0] + mv[1] * proj[4] + mv[2] * proj[8] + mv[3] * proj[12],
-        mv[0] * proj[1] + mv[1] * proj[5] + mv[2] * proj[9] + mv[3] * proj[13],
-        mv[0] * proj[2] + mv[1] * proj[6] + mv[2] * proj[10] + mv[3] * proj[14],
-        mv[0] * proj[3] + mv[1] * proj[7] + mv[2] * proj[11] + mv[3] * proj[15],
-        mv[4] * proj[0] + mv[5] * proj[4] + mv[6] * proj[8] + mv[7] * proj[12],
-        mv[4] * proj[1] + mv[5] * proj[5] + mv[6] * proj[9] + mv[7] * proj[13],
-        mv[4] * proj[2] + mv[5] * proj[6] + mv[6] * proj[10] + mv[7] * proj[14],
-        mv[4] * proj[3] + mv[5] * proj[7] + mv[6] * proj[11] + mv[7] * proj[15],
-        mv[8] * proj[0] + mv[9] * proj[4] + mv[10] * proj[8] + mv[11] * proj[12],
-        mv[8] * proj[1] + mv[9] * proj[5] + mv[10] * proj[9] + mv[11] * proj[13],
-        mv[8] * proj[2] + mv[9] * proj[6] + mv[10] * proj[10] + mv[11] * proj[14],
-        mv[8] * proj[3] + mv[9] * proj[7] + mv[10] * proj[11] + mv[11] * proj[15],
-        mv[12] * proj[0] + mv[13] * proj[4] + mv[14] * proj[8] + mv[15] * proj[12],
-        mv[12] * proj[1] + mv[13] * proj[5] + mv[14] * proj[9] + mv[15] * proj[13],
-        mv[12] * proj[2] + mv[13] * proj[6] + mv[14] * proj[10] + mv[15] * proj[14],
-        mv[12] * proj[3] + mv[13] * proj[7] + mv[14] * proj[11] + mv[15] * proj[15],
-    };
-
-    // Right plane
-    frustum[0][0] = clip[3] - clip[0];
-    frustum[0][1] = clip[7] - clip[4];
-    frustum[0][2] = clip[11] - clip[8];
-    frustum[0][3] = clip[15] - clip[12];
-
-    // Left plane
-    frustum[1][0] = clip[3] + clip[0];
-    frustum[1][1] = clip[7] + clip[4];
-    frustum[1][2] = clip[11] + clip[8];
-    frustum[1][3] = clip[15] + clip[12];
-
-    // Bottom plane
-    frustum[2][0] = clip[3] + clip[1];
-    frustum[2][1] = clip[7] + clip[5];
-    frustum[2][2] = clip[11] + clip[9];
-    frustum[2][3] = clip[15] + clip[13];
-
-    // Top plane
-    frustum[3][0] = clip[3] - clip[1];
-    frustum[3][1] = clip[7] - clip[5];
-    frustum[3][2] = clip[11] - clip[9];
-    frustum[3][3] = clip[15] - clip[13];
-
-    // Far plane
-    frustum[4][0] = clip[3] - clip[2];
-    frustum[4][1] = clip[7] - clip[6];
-    frustum[4][2] = clip[11] - clip[10];
-    frustum[4][3] = clip[15] - clip[14];
-
-    // Near plane
-    frustum[5][0] = clip[3] + clip[2];
-    frustum[5][1] = clip[7] + clip[6];
-    frustum[5][2] = clip[11] + clip[10];
-    frustum[5][3] = clip[15] + clip[14];
-
-    // normalize the right plane
-    var t: f32 = undefined;
-    t = @sqrt(frustum[0][0]*frustum[0][0]
-        + frustum[0][1]*frustum[0][1]
-        + frustum[0][2]*frustum[0][2]);
-    frustum[0][0] /= t;
-    frustum[0][1] /= t;
-    frustum[0][2] /= t;
-    frustum[0][3] /= t;
-
-    // calculate left plane
-    frustum[1][0] = clip[3] + clip[0];
-    frustum[1][1] = clip[7] + clip[4];
-    frustum[1][2] = clip[11] + clip[ 8];
-    frustum[1][3] = clip[15] + clip[12];
-
-    // normalize the left plane
-    t = @sqrt(frustum[1][0]*frustum[1][0]
-        + frustum[1][1]*frustum[1][1]
-        + frustum[1][2]*frustum[1][2]);
-    frustum[1][0] /= t;
-    frustum[1][1] /= t;
-    frustum[1][2] /= t;
-    frustum[1][3] /= t;
-
-    // calculate the bottom plane
-    frustum[2][0] = clip[3] + clip[1];
-    frustum[2][1] = clip[7] + clip[5];
-    frustum[2][2] = clip[11] + clip[9];
-    frustum[2][3] = clip[15] + clip[13];
-
-    // normalize the bottom plane
-    t = @sqrt(frustum[2][0]*frustum[2][0]
-        + frustum[2][1]*frustum[2][1]
-        + frustum[2][2]*frustum[2][2]);
-    frustum[2][0] /= t;
-    frustum[2][1] /= t;
-    frustum[2][2] /= t;
-    frustum[2][3] /= t;
-
-    // calculate the top plane
-    frustum[3][0] = clip[3] - clip[1];
-    frustum[3][1] = clip[7] - clip[5];
-    frustum[3][2] = clip[11] - clip[9];
-    frustum[3][3] = clip[15] - clip[13];
-
-    // normalize the top plane
-    t = @sqrt(frustum[3][0]*frustum[3][0]
-        + frustum[3][1]*frustum[3][1]
-        + frustum[3][2]*frustum[3][2]);
-    frustum[3][0] /= t;
-    frustum[3][1] /= t;
-    frustum[3][2] /= t;
-    frustum[3][3] /= t;
-
-    // calculate the far plane
-    frustum[4][0] = clip[3] - clip[2];
-    frustum[4][1] = clip[7] - clip[6];
-    frustum[4][2] = clip[11] - clip[10];
-    frustum[4][3] = clip[15] - clip[14];
-
-    // normalize the far plane
-    t = @sqrt(frustum[4][0]*frustum[4][0]
-        + frustum[4][1]*frustum[4][1]
-        + frustum[4][2]*frustum[4][2]);
-    frustum[4][0] /= t;
-    frustum[4][1] /= t;
-    frustum[4][2] /= t;
-    frustum[4][3] /= t;
-
-    // calculate the near plane
-    frustum[5][0] = clip[3] + clip[2];
-    frustum[5][1] = clip[7] + clip[6];
-    frustum[5][2] = clip[11] + clip[10];
-    frustum[5][3] = clip[15] + clip[14];
-
-    // normalize the near plane
-    t = @sqrt(frustum[5][0]*frustum[5][0]
-        + frustum[5][1]*frustum[5][1]
-        + frustum[5][2]*frustum[5][2]);
-    frustum[5][0] /= t;
-    frustum[5][1] /= t;
-    frustum[5][2] /= t;
-    frustum[5][3] /= t;
-}
-
-export fn cubeInFrustum(frustum: [*][4]f32,
-                        x: f32, y: f32, z: f32, size: f32) bool {
-    const delta = [_]f32{ -size, size };
-    var i = @as(u8, 0);
-    loop: while (i < 6) : (i += 1) {
-        for (delta) |dx| for (delta) |dy| for (delta) |dz|
-            if (frustum[i][0] * (x + dx) + frustum[i][1] * (y + dy)
-                + frustum[i][2] * (z + dz) + frustum[i][3] > 0) continue :loop;
-        return false;
-    }
-    return true;
-}
-
-export fn sphereInFrustum(frustum: [*][4]f32,
-                          x: f32, y: f32, z: f32, r: f32) bool {
-    var i = @as(u8, 0);
-    while (i < 6) : (i += 1)
-        if (frustum[i][0] * x + frustum[i][1] * y
-            + frustum[i][2] * z + frustum[i][3] <= -r)
-            return false;
-    return true;
-}
-
 const Text = struct {
     texture: u32,
     base: u32,