Mercurial > games > semicongine
annotate src/zamikongine/math/vector.nim @ 481:c472abfcee57
add: generate ubermeshes
author | Sam <sam@basx.dev> |
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date | Tue, 10 Jan 2023 00:23:40 +0700 |
parents | 14e5151f68d1 |
children | 3f1111f3b9f8 |
rev | line source |
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1 import std/random |
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2 import std/math |
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3 import std/strutils |
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4 import std/macros |
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5 import std/typetraits |
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6 import std/tables |
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7 |
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8 |
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9 type |
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10 Vec2*[T: SomeNumber] = array[2, T] |
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11 Vec3*[T: SomeNumber] = array[3, T] |
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12 Vec4*[T: SomeNumber] = array[4, T] |
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13 Vec* = Vec2|Vec3|Vec4 |
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14 |
481 | 15 converter toVec2*[T: SomeNumber](orig: Vec3[T]|Vec4[T]): Vec2[T] = |
16 Vec2[T]([orig[0], orig[1]]) | |
17 converter toVec3*[T: SomeNumber](orig: Vec4[T]): Vec3[T] = | |
18 Vec2[T]([orig[0], orig[1], orig[2]]) | |
19 | |
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20 # define some often used constants |
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21 func ConstOne2[T: SomeNumber](): auto {.compiletime.} = Vec2[T]([T(1), T(1)]) |
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22 func ConstOne3[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(1), T(1)]) |
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23 func ConstOne4[T: SomeNumber](): auto {.compiletime.} = Vec4[T]([T(1), T(1), T(1), T(1)]) |
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24 func ConstX[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(0), T(0)]) |
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25 func ConstY[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(1), T(0)]) |
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26 func ConstZ[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(0), T(1)]) |
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27 func ConstR[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(0), T(0)]) |
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28 func ConstG[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(1), T(0)]) |
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29 func ConstB[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(0), T(1)]) |
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30 |
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31 # generates constants: Xf, Xf32, Xf64, Xi, Xi8, Xi16, Xi32, Xi64 |
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32 # Also for Y, Z, R, G, B and One |
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33 # not sure if this is necessary or even a good idea... |
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34 macro generateAllConsts() = |
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35 result = newStmtList() |
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36 for component in ["X", "Y", "Z", "R", "G", "B", "One2", "One3", "One4"]: |
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37 for theType in ["int", "int8", "int16", "int32", "int64", "float", "float32", "float64"]: |
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38 var typename = theType[0 .. 0] |
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39 if theType[^2].isDigit: |
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40 typename = typename & theType[^2] |
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41 if theType[^1].isDigit: |
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42 typename = typename & theType[^1] |
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43 result.add( |
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44 newConstStmt( |
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45 postfix(ident(component & typename), "*"), |
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46 newCall(nnkBracketExpr.newTree(ident("Const" & component), ident(theType))) |
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47 ) |
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48 ) |
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49 |
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50 generateAllConsts() |
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51 |
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52 const X* = ConstX[float]() |
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53 const Y* = ConstY[float]() |
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54 const Z* = ConstZ[float]() |
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55 const One2* = ConstOne2[float]() |
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56 const One3* = ConstOne3[float]() |
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57 const One4* = ConstOne4[float]() |
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58 |
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59 func newVec2*[T](x, y: T): auto = Vec2([x, y]) |
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60 func newVec3*[T](x, y, z: T): auto = Vec3([x, y, z]) |
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61 func newVec4*[T](x, y, z, w: T): auto = Vec4([x, y, z, w]) |
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62 |
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63 func to*[T](v: Vec2): auto = Vec2([T(v[0]), T(v[1])]) |
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64 func to*[T](v: Vec3): auto = Vec3([T(v[0]), T(v[1]), T(v[2])]) |
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65 func to*[T](v: Vec4): auto = Vec4([T(v[0]), T(v[1]), T(v[2]), T(v[3])]) |
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66 |
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67 func toString[T](value: T): string = |
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68 var items: seq[string] |
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69 for item in value: |
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70 items.add($item) |
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71 $T & "(" & join(items, " ") & ")" |
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72 |
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73 func `$`*(v: Vec2[SomeNumber]): string = toString[Vec2[SomeNumber]](v) |
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74 func `$`*(v: Vec3[SomeNumber]): string = toString[Vec3[SomeNumber]](v) |
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75 func `$`*(v: Vec4[SomeNumber]): string = toString[Vec4[SomeNumber]](v) |
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76 |
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77 func length*(vec: Vec2[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1]) |
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78 func length*(vec: Vec2[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1])) |
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79 func length*(vec: Vec3[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]) |
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80 func length*(vec: Vec3[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2])) |
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81 func length*(vec: Vec4[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3]) |
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82 func length*(vec: Vec4[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3])) |
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83 |
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84 func normalized*[T](vec: Vec2[T]): auto = |
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85 let l = vec.length |
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86 when T is SomeFloat: |
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87 Vec2[T]([vec[0] / l, vec[1] / l]) |
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88 else: |
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89 Vec2[float]([float(vec[0]) / l, float(vec[1]) / l]) |
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90 func normalized*[T](vec: Vec3[T]): auto = |
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91 let l = vec.length |
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92 when T is SomeFloat: |
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93 Vec3[T]([vec[0] / l, vec[1] / l, vec[2] / l]) |
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94 else: |
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95 Vec3[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l]) |
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96 func normalized*[T](vec: Vec4[T]): auto = |
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97 let l = vec.length |
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98 when T is SomeFloat: |
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99 Vec4[T]([vec[0] / l, vec[1] / l, vec[2] / l, vec[3] / l]) |
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100 else: |
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101 Vec4[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l, float(vec[3]) / l]) |
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102 |
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103 # scalar operations |
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104 func `+`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] + b, a[1] + b]) |
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105 func `+`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] + b, a[1] + b, a[2] + b]) |
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106 func `+`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] + b, a[1] + b, a[2] + b, a[3] + b]) |
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107 func `-`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] - b, a[1] - b]) |
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108 func `-`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] - b, a[1] - b, a[2] - b]) |
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109 func `-`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] - b, a[1] - b, a[2] - b, a[3] - b]) |
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110 func `*`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] * b, a[1] * b]) |
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111 func `*`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] * b, a[1] * b, a[2] * b]) |
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112 func `*`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] * b, a[1] * b, a[2] * b, a[3] * b]) |
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113 func `/`*[T: SomeInteger](a: Vec2[T], b: SomeInteger): auto = Vec2([a[0] div b, a[1] div b]) |
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114 func `/`*[T: SomeFloat](a: Vec2[T], b: SomeFloat): auto = Vec2([a[0] / b, a[1] / b]) |
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115 func `/`*[T: SomeInteger](a: Vec3[T], b: SomeInteger): auto = Vec3([a[0] div b, a[1] div b, a[2] div b]) |
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116 func `/`*[T: SomeFloat](a: Vec3[T], b: SomeFloat): auto = Vec3([a[0] / b, a[1] / b, a[2] / b]) |
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117 func `/`*[T: SomeInteger](a: Vec4[T], b: SomeInteger): auto = Vec4([a[0] div b, a[1] div b, a[2] div b, a[3] div b]) |
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118 func `/`*[T: SomeFloat](a: Vec4[T], b: SomeFloat): auto = Vec4([a[0] / b, a[1] / b, a[2] / b, a[3] / b]) |
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119 |
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120 func `+`*(a: SomeNumber, b: Vec2): auto = Vec2([a + b[0], a + b[1]]) |
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121 func `+`*(a: SomeNumber, b: Vec3): auto = Vec3([a + b[0], a + b[1], a + b[2]]) |
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122 func `+`*(a: SomeNumber, b: Vec4): auto = Vec4([a + b[0], a + b[1], a + b[2], a + b[3]]) |
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123 func `-`*(a: SomeNumber, b: Vec2): auto = Vec2([a - b[0], a - b[1]]) |
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124 func `-`*(a: SomeNumber, b: Vec3): auto = Vec3([a - b[0], a - b[1], a - b[2]]) |
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125 func `-`*(a: SomeNumber, b: Vec4): auto = Vec4([a - b[0], a - b[1], a - b[2], a - b[3]]) |
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126 func `*`*(a: SomeNumber, b: Vec2): auto = Vec2([a * b[0], a * b[1]]) |
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127 func `*`*(a: SomeNumber, b: Vec3): auto = Vec3([a * b[0], a * b[1], a * b[2]]) |
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128 func `*`*(a: SomeNumber, b: Vec4): auto = Vec4([a * b[0], a * b[1], a * b[2], a * b[3]]) |
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129 func `/`*[T: SomeInteger](a: SomeInteger, b: Vec2[T]): auto = Vec2([a div b[0], a div b[1]]) |
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130 func `/`*[T: SomeFloat](a: SomeFloat, b: Vec2[T]): auto = Vec2([a / b[0], a / b[1]]) |
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131 func `/`*[T: SomeInteger](a: SomeInteger, b: Vec3[T]): auto = Vec3([a div b[0], a div b[1], a div b[2]]) |
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132 func `/`*[T: SomeFloat](a: SomeFloat, b: Vec3[T]): auto = Vec3([a / b[0], a / b[1], a / b[2]]) |
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133 func `/`*[T: SomeInteger](a: SomeInteger, b: Vec4[T]): auto = Vec4([a div b[0], a div b[1], a div b[2], a div b[3]]) |
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134 func `/`*[T: SomeFloat](a: SomeFloat, b: Vec4[T]): auto = Vec4([a / b[0], a / b[1], a / b[2], a / b[3]]) |
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135 |
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136 # compontent-wise operations |
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137 func `+`*(a, b: Vec2): auto = Vec2([a[0] + b[0], a[1] + b[1]]) |
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138 func `+`*(a, b: Vec3): auto = Vec3([a[0] + b[0], a[1] + b[1], a[2] + b[2]]) |
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139 func `+`*(a, b: Vec4): auto = Vec4([a[0] + b[0], a[1] + b[1], a[2] + b[2], a[3] + b[3]]) |
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140 func `-`*(a: Vec2): auto = Vec2([-a[0], -a[1]]) |
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141 func `-`*(a: Vec3): auto = Vec3([-a[0], -a[1], -a[2]]) |
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142 func `-`*(a: Vec4): auto = Vec4([-a[0], -a[1], -a[2], -a[3]]) |
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143 func `-`*(a, b: Vec2): auto = Vec2([a[0] - b[0], a[1] - b[1]]) |
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144 func `-`*(a, b: Vec3): auto = Vec3([a[0] - b[0], a[1] - b[1], a[2] - b[2]]) |
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145 func `-`*(a, b: Vec4): auto = Vec4([a[0] - b[0], a[1] - b[1], a[2] - b[2], a[3] - b[3]]) |
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146 func `*`*(a, b: Vec2): auto = Vec2([a[0] * b[0], a[1] * b[1]]) |
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147 func `*`*(a, b: Vec3): auto = Vec3([a[0] * b[0], a[1] * b[1], a[2] * b[2]]) |
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148 func `*`*(a, b: Vec4): auto = Vec4([a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]]) |
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149 func `/`*[T: SomeInteger](a, b: Vec2[T]): auto = Vec2([a[0] div b[0], a[1] div b[1]]) |
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150 func `/`*[T: SomeFloat](a, b: Vec2[T]): auto = Vec2([a[0] / b[0], a[1] / b[1]]) |
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151 func `/`*[T: SomeInteger](a, b: Vec3[T]): auto = Vec3([a[0] div b[0], a[1] div b[1], a[2] div b[2]]) |
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152 func `/`*[T: SomeFloat](a, b: Vec3[T]): auto = Vec3([a[0] / b[0], a[1] / b[1], a[2] / b[2]]) |
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153 func `/`*[T: SomeInteger](a, b: Vec4[T]): auto = Vec4([a[0] div b[0], a[1] div b[1], a[2] div b[2], a[3] div b[3]]) |
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154 func `/`*[T: SomeFloat](a, b: Vec4[T]): auto = Vec4([a[0] / b[0], a[1] / b[1], a[2] / b[2], a[3] / b[3]]) |
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155 |
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156 # special operations |
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157 func dot*(a, b: Vec2): auto = a[0] * b[0] + a[1] * b[1] |
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158 func dot*(a, b: Vec3): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2] |
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159 func dot*(a, b: Vec4): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3] |
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160 func cross*(a, b: Vec3): auto = Vec3([ |
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161 a[1] * b[2] - a[2] * b[1], |
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162 a[2] * b[0] - a[0] * b[2], |
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163 a[0] * b[1] - a[1] * b[0], |
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164 ]) |
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165 |
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166 |
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167 # macro to allow creation of new vectors by specifying vector components as attributes |
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168 # e.g. myVec.xxy will return a new Vec3 that contains the components x, x an y of the original vector |
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169 # (instead of x, y, z for a simple copy) |
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170 proc vectorAttributeAccessor(accessor: string): NimNode = |
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171 const ACCESSOR_INDICES = { |
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172 'x': 0, |
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173 'y': 1, |
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174 'z': 2, |
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175 'w': 3, |
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176 'r': 0, |
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177 'g': 1, |
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178 'b': 2, |
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179 'a': 3, |
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180 }.toTable |
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181 var ret: NimNode |
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182 let accessorvalue = accessor |
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183 |
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184 if accessorvalue.len == 0: |
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185 raise newException(Exception, "empty attribute") |
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186 elif accessorvalue.len == 1: |
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187 ret = nnkBracket.newTree(ident("value"), newLit(ACCESSOR_INDICES[accessorvalue[0]])) |
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188 if accessorvalue.len > 1: |
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189 var attrs = nnkBracket.newTree() |
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190 for attrname in accessorvalue: |
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191 attrs.add(nnkBracketExpr.newTree(ident("value"), newLit(ACCESSOR_INDICES[attrname]))) |
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192 ret = nnkCall.newTree(ident("Vec" & $accessorvalue.len), attrs) |
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193 |
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194 newProc( |
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195 name=nnkPostfix.newTree(ident("*"), ident(accessor)), |
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196 params=[ident("auto"), nnkIdentDefs.newTree(ident("value"), ident("Vec"), newEmptyNode())], |
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197 body=newStmtList(ret), |
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198 procType = nnkFuncDef, |
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199 ) |
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200 |
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201 macro createVectorAttribAccessorFuncs() = |
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202 const COORD_ATTRS = ["x", "y", "z", "w"] |
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203 const COLOR_ATTRS = ["r", "g", "b", "a"] |
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204 result = nnkStmtList.newTree() |
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205 for attlist in [COORD_ATTRS, COLOR_ATTRS]: |
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206 for i in attlist: |
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207 result.add(vectorAttributeAccessor(i)) |
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208 for j in attlist: |
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209 result.add(vectorAttributeAccessor(i & j)) |
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210 for k in attlist: |
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211 result.add(vectorAttributeAccessor(i & j & k)) |
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212 for l in attlist: |
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213 result.add(vectorAttributeAccessor(i & j & k & l)) |
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214 |
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215 createVectorAttribAccessorFuncs() |
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216 |
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217 # call e.g. Vec2[int]().randomized() to get a random matrix |
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218 template makeRandomInit(mattype: typedesc) = |
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219 proc randomized*[T: SomeInteger](m: mattype[T]): mattype[T] = |
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220 for i in 0 ..< result.len: |
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221 result[i] = rand(low(typeof(m[0])) .. high(typeof(m[0]))) |
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222 proc randomized*[T: SomeFloat](m: mattype[T]): mattype[T] = |
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223 for i in 0 ..< result.len: |
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224 result[i] = rand(1.0) |
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parents:
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225 |
14e5151f68d1
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226 makeRandomInit(Vec2) |
14e5151f68d1
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227 makeRandomInit(Vec3) |
14e5151f68d1
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228 makeRandomInit(Vec4) |