stdlib: relocate modules under library/

- examples/modules/ -> library/modules/ (top-level, no more
  symlink hacks in consumer projects)
- compiler discovers stdlib via _NSGetExecutablePath / readlink
  /proc/self/exe; searches dev layout (../../library), install
  layout (../library), and alongside-binary fallback
- SX_STDLIB_PATH env var overrides for tests / dev convenience
- SX_DEBUG_STDLIB env var dumps the discovery results
- build.zig installs library/ alongside the binary
- Compilation gains stdlib_paths field threaded through resolveImports
- 50 tests pass; consumer projects can now build from any cwd
This commit is contained in:
agra
2026-05-17 13:49:25 +03:00
parent 535e7b9c24
commit c027e1969b
26 changed files with 130 additions and 35 deletions

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PI :f32: 3.14159265;
TAU :f32: 6.28318530;
DEG2RAD :f32: 0.01745329;
RAD2DEG :f32: 57.2957795;
sqrt :: (x: $T) -> T #builtin;
sin :: (x: $T) -> T #builtin;
cos :: (x: $T) -> T #builtin;
floor :: (x: $T) -> T #builtin;
min :: (a: $T, b: T) -> T {
if a < b then a else b;
}
max :: (a: $T, b: T) -> T {
if a > b then a else b;
}
clamp :: (val: $T, lo: T, hi: T) -> T {
if val < lo then lo
else if val > hi then hi
else val;
}
abs :: (x: $T) -> T {
if x < 0 then 0 - x else x;
}
lerp :: (a: f32, b: f32, t: f32) -> f32 {
a + (b - a) * t;
}
sign :: (x: $T) -> T {
if x > 0 then 1
else if x < 0 then 0 - 1
else 0;
}

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// Column-major 4x4 float matrix (OpenGL convention)
// data[col * 4 + row]
Mat4 :: struct {
data: [16]f32;
identity :: () -> Mat4 {
Mat4.{ data = .[
1.0, 0.0, 0.0, 0.0,
0.0, 1.0, 0.0, 0.0,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0
]};
}
zero :: () -> Mat4 {
Mat4.{ data = .[
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0,
0.0, 0.0, 0.0, 0.0
]};
}
mul :: (self: Mat4, b: Mat4) -> Mat4 {
r := Mat4.zero();
col := 0;
while col < 4 {
row := 0;
while row < 4 {
sum : f32 = 0.0;
k := 0;
while k < 4 {
sum = sum + self.data[k * 4 + row] * b.data[col * 4 + k];
k += 1;
}
r.data[col * 4 + row] = sum;
row += 1;
}
col += 1;
}
r;
}
translate :: (x: f32, y: f32, z: f32) -> Mat4 {
m := Mat4.identity();
m.data[12] = x;
m.data[13] = y;
m.data[14] = z;
m;
}
scale :: (x: f32, y: f32, z: f32) -> Mat4 {
m := Mat4.zero();
m.data[0] = x;
m.data[5] = y;
m.data[10] = z;
m.data[15] = 1.0;
m;
}
rotate_x :: (angle: f32) -> Mat4 {
c := cos(angle);
s := sin(angle);
m := Mat4.identity();
m.data[5] = c;
m.data[6] = s;
m.data[9] = 0.0 - s;
m.data[10] = c;
m;
}
rotate_y :: (angle: f32) -> Mat4 {
c := cos(angle);
s := sin(angle);
m := Mat4.identity();
m.data[0] = c;
m.data[2] = 0.0 - s;
m.data[8] = s;
m.data[10] = c;
m;
}
rotate_z :: (angle: f32) -> Mat4 {
c := cos(angle);
s := sin(angle);
m := Mat4.identity();
m.data[0] = c;
m.data[1] = s;
m.data[4] = 0.0 - s;
m.data[5] = c;
m;
}
ortho :: (left: f32, right: f32, bottom: f32, top: f32, near: f32, far: f32) -> Mat4 {
m := Mat4.zero();
m.data[0] = 2.0 / (right - left);
m.data[5] = 2.0 / (top - bottom);
m.data[10] = 0.0 - 2.0 / (far - near);
m.data[12] = 0.0 - (right + left) / (right - left);
m.data[13] = 0.0 - (top + bottom) / (top - bottom);
m.data[14] = 0.0 - (far + near) / (far - near);
m.data[15] = 1.0;
m;
}
perspective :: (fov: f32, aspect: f32, near: f32, far: f32) -> Mat4 {
half_tan := sin(fov * 0.5) / cos(fov * 0.5);
m := Mat4.zero();
m.data[0] = 1.0 / (aspect * half_tan);
m.data[5] = 1.0 / half_tan;
m.data[10] = 0.0 - (far + near) / (far - near);
m.data[11] = 0.0 - 1.0;
m.data[14] = 0.0 - 2.0 * far * near / (far - near);
m;
}
}

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Vec2 :: struct {
x, y: f32;
zero :: () -> Vec2 { Vec2.{ x = 0.0, y = 0.0 }; }
add :: (self: Vec2, b: Vec2) -> Vec2 {
Vec2.{ x = self.x + b.x, y = self.y + b.y };
}
sub :: (self: Vec2, b: Vec2) -> Vec2 {
Vec2.{ x = self.x - b.x, y = self.y - b.y };
}
scale :: (self: Vec2, s: f32) -> Vec2 {
Vec2.{ x = self.x * s, y = self.y * s };
}
dot :: (self: Vec2, b: Vec2) -> f32 {
self.x * b.x + self.y * b.y;
}
length :: (self: Vec2) -> f32 {
sqrt(self.x * self.x + self.y * self.y);
}
normalize :: (self: Vec2) -> Vec2 {
len := self.length();
if len > 0.0 {
return Vec2.{ x = self.x / len, y = self.y / len };
}
Vec2.zero();
}
lerp :: (self: Vec2, b: Vec2, t: f32) -> Vec2 {
Vec2.{ x = self.x + (b.x - self.x) * t, y = self.y + (b.y - self.y) * t };
}
distance :: (self: Vec2, b: Vec2) -> f32 {
self.sub(b).length();
}
negate :: (self: Vec2) -> Vec2 {
Vec2.{ x = 0.0 - self.x, y = 0.0 - self.y };
}
equals :: (self: Vec2, b: Vec2) -> bool {
self.x == b.x and self.y == b.y;
}
}