Mercurial > games > semicongine
view src/zamikongine/math/vector.nim @ 20:beb86492b178
add: generate ubermeshes
author | Sam <sam@basx.dev> |
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date | Tue, 10 Jan 2023 00:23:40 +0700 |
parents | b55d6ecde79d |
children | c3c963e7c1a6 |
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import std/random import std/math import std/strutils import std/macros import std/typetraits import std/tables type Vec2*[T: SomeNumber] = array[2, T] Vec3*[T: SomeNumber] = array[3, T] Vec4*[T: SomeNumber] = array[4, T] Vec* = Vec2|Vec3|Vec4 converter toVec2*[T: SomeNumber](orig: Vec3[T]|Vec4[T]): Vec2[T] = Vec2[T]([orig[0], orig[1]]) converter toVec3*[T: SomeNumber](orig: Vec4[T]): Vec3[T] = Vec2[T]([orig[0], orig[1], orig[2]]) # define some often used constants func ConstOne2[T: SomeNumber](): auto {.compiletime.} = Vec2[T]([T(1), T(1)]) func ConstOne3[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(1), T(1)]) func ConstOne4[T: SomeNumber](): auto {.compiletime.} = Vec4[T]([T(1), T(1), T(1), T(1)]) func ConstX[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(0), T(0)]) func ConstY[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(1), T(0)]) func ConstZ[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(0), T(1)]) func ConstR[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(1), T(0), T(0)]) func ConstG[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(1), T(0)]) func ConstB[T: SomeNumber](): auto {.compiletime.} = Vec3[T]([T(0), T(0), T(1)]) # generates constants: Xf, Xf32, Xf64, Xi, Xi8, Xi16, Xi32, Xi64 # Also for Y, Z, R, G, B and One # not sure if this is necessary or even a good idea... macro generateAllConsts() = result = newStmtList() for component in ["X", "Y", "Z", "R", "G", "B", "One2", "One3", "One4"]: for theType in ["int", "int8", "int16", "int32", "int64", "float", "float32", "float64"]: var typename = theType[0 .. 0] if theType[^2].isDigit: typename = typename & theType[^2] if theType[^1].isDigit: typename = typename & theType[^1] result.add( newConstStmt( postfix(ident(component & typename), "*"), newCall(nnkBracketExpr.newTree(ident("Const" & component), ident(theType))) ) ) generateAllConsts() const X* = ConstX[float]() const Y* = ConstY[float]() const Z* = ConstZ[float]() const One2* = ConstOne2[float]() const One3* = ConstOne3[float]() const One4* = ConstOne4[float]() func newVec2*[T](x, y: T): auto = Vec2([x, y]) func newVec3*[T](x, y, z: T): auto = Vec3([x, y, z]) func newVec4*[T](x, y, z, w: T): auto = Vec4([x, y, z, w]) func to*[T](v: Vec2): auto = Vec2([T(v[0]), T(v[1])]) func to*[T](v: Vec3): auto = Vec3([T(v[0]), T(v[1]), T(v[2])]) func to*[T](v: Vec4): auto = Vec4([T(v[0]), T(v[1]), T(v[2]), T(v[3])]) func toString[T](value: T): string = var items: seq[string] for item in value: items.add($item) $T & "(" & join(items, " ") & ")" func `$`*(v: Vec2[SomeNumber]): string = toString[Vec2[SomeNumber]](v) func `$`*(v: Vec3[SomeNumber]): string = toString[Vec3[SomeNumber]](v) func `$`*(v: Vec4[SomeNumber]): string = toString[Vec4[SomeNumber]](v) func length*(vec: Vec2[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1]) func length*(vec: Vec2[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1])) func length*(vec: Vec3[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]) func length*(vec: Vec3[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2])) func length*(vec: Vec4[SomeFloat]): auto = sqrt(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3]) func length*(vec: Vec4[SomeInteger]): auto = sqrt(float(vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2] + vec[3] * vec[3])) func normalized*[T](vec: Vec2[T]): auto = let l = vec.length when T is SomeFloat: Vec2[T]([vec[0] / l, vec[1] / l]) else: Vec2[float]([float(vec[0]) / l, float(vec[1]) / l]) func normalized*[T](vec: Vec3[T]): auto = let l = vec.length when T is SomeFloat: Vec3[T]([vec[0] / l, vec[1] / l, vec[2] / l]) else: Vec3[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l]) func normalized*[T](vec: Vec4[T]): auto = let l = vec.length when T is SomeFloat: Vec4[T]([vec[0] / l, vec[1] / l, vec[2] / l, vec[3] / l]) else: Vec4[float]([float(vec[0]) / l, float(vec[1]) / l, float(vec[2]) / l, float(vec[3]) / l]) # scalar operations func `+`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] + b, a[1] + b]) func `+`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] + b, a[1] + b, a[2] + b]) func `+`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] + b, a[1] + b, a[2] + b, a[3] + b]) func `-`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] - b, a[1] - b]) func `-`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] - b, a[1] - b, a[2] - b]) func `-`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] - b, a[1] - b, a[2] - b, a[3] - b]) func `*`*(a: Vec2, b: SomeNumber): auto = Vec2([a[0] * b, a[1] * b]) func `*`*(a: Vec3, b: SomeNumber): auto = Vec3([a[0] * b, a[1] * b, a[2] * b]) func `*`*(a: Vec4, b: SomeNumber): auto = Vec4([a[0] * b, a[1] * b, a[2] * b, a[3] * b]) func `/`*[T: SomeInteger](a: Vec2[T], b: SomeInteger): auto = Vec2([a[0] div b, a[1] div b]) func `/`*[T: SomeFloat](a: Vec2[T], b: SomeFloat): auto = Vec2([a[0] / b, a[1] / b]) func `/`*[T: SomeInteger](a: Vec3[T], b: SomeInteger): auto = Vec3([a[0] div b, a[1] div b, a[2] div b]) func `/`*[T: SomeFloat](a: Vec3[T], b: SomeFloat): auto = Vec3([a[0] / b, a[1] / b, a[2] / b]) 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]) func `/`*[T: SomeFloat](a: Vec4[T], b: SomeFloat): auto = Vec4([a[0] / b, a[1] / b, a[2] / b, a[3] / b]) func `+`*(a: SomeNumber, b: Vec2): auto = Vec2([a + b[0], a + b[1]]) func `+`*(a: SomeNumber, b: Vec3): auto = Vec3([a + b[0], a + b[1], a + b[2]]) func `+`*(a: SomeNumber, b: Vec4): auto = Vec4([a + b[0], a + b[1], a + b[2], a + b[3]]) func `-`*(a: SomeNumber, b: Vec2): auto = Vec2([a - b[0], a - b[1]]) func `-`*(a: SomeNumber, b: Vec3): auto = Vec3([a - b[0], a - b[1], a - b[2]]) func `-`*(a: SomeNumber, b: Vec4): auto = Vec4([a - b[0], a - b[1], a - b[2], a - b[3]]) func `*`*(a: SomeNumber, b: Vec2): auto = Vec2([a * b[0], a * b[1]]) func `*`*(a: SomeNumber, b: Vec3): auto = Vec3([a * b[0], a * b[1], a * b[2]]) func `*`*(a: SomeNumber, b: Vec4): auto = Vec4([a * b[0], a * b[1], a * b[2], a * b[3]]) func `/`*[T: SomeInteger](a: SomeInteger, b: Vec2[T]): auto = Vec2([a div b[0], a div b[1]]) func `/`*[T: SomeFloat](a: SomeFloat, b: Vec2[T]): auto = Vec2([a / b[0], a / b[1]]) func `/`*[T: SomeInteger](a: SomeInteger, b: Vec3[T]): auto = Vec3([a div b[0], a div b[1], a div b[2]]) func `/`*[T: SomeFloat](a: SomeFloat, b: Vec3[T]): auto = Vec3([a / b[0], a / b[1], a / b[2]]) 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]]) func `/`*[T: SomeFloat](a: SomeFloat, b: Vec4[T]): auto = Vec4([a / b[0], a / b[1], a / b[2], a / b[3]]) # compontent-wise operations func `+`*(a, b: Vec2): auto = Vec2([a[0] + b[0], a[1] + b[1]]) func `+`*(a, b: Vec3): auto = Vec3([a[0] + b[0], a[1] + b[1], a[2] + b[2]]) func `+`*(a, b: Vec4): auto = Vec4([a[0] + b[0], a[1] + b[1], a[2] + b[2], a[3] + b[3]]) func `-`*(a: Vec2): auto = Vec2([-a[0], -a[1]]) func `-`*(a: Vec3): auto = Vec3([-a[0], -a[1], -a[2]]) func `-`*(a: Vec4): auto = Vec4([-a[0], -a[1], -a[2], -a[3]]) func `-`*(a, b: Vec2): auto = Vec2([a[0] - b[0], a[1] - b[1]]) func `-`*(a, b: Vec3): auto = Vec3([a[0] - b[0], a[1] - b[1], a[2] - b[2]]) func `-`*(a, b: Vec4): auto = Vec4([a[0] - b[0], a[1] - b[1], a[2] - b[2], a[3] - b[3]]) func `*`*(a, b: Vec2): auto = Vec2([a[0] * b[0], a[1] * b[1]]) func `*`*(a, b: Vec3): auto = Vec3([a[0] * b[0], a[1] * b[1], a[2] * b[2]]) func `*`*(a, b: Vec4): auto = Vec4([a[0] * b[0], a[1] * b[1], a[2] * b[2], a[3] * b[3]]) func `/`*[T: SomeInteger](a, b: Vec2[T]): auto = Vec2([a[0] div b[0], a[1] div b[1]]) func `/`*[T: SomeFloat](a, b: Vec2[T]): auto = Vec2([a[0] / b[0], a[1] / b[1]]) func `/`*[T: SomeInteger](a, b: Vec3[T]): auto = Vec3([a[0] div b[0], a[1] div b[1], a[2] div b[2]]) func `/`*[T: SomeFloat](a, b: Vec3[T]): auto = Vec3([a[0] / b[0], a[1] / b[1], a[2] / b[2]]) 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]]) 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]]) # special operations func dot*(a, b: Vec2): auto = a[0] * b[0] + a[1] * b[1] func dot*(a, b: Vec3): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2] func dot*(a, b: Vec4): auto = a[0] * b[0] + a[1] * b[1] + a[2] * b[2] + a[3] * b[3] func cross*(a, b: Vec3): auto = Vec3([ a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0], ]) # macro to allow creation of new vectors by specifying vector components as attributes # e.g. myVec.xxy will return a new Vec3 that contains the components x, x an y of the original vector # (instead of x, y, z for a simple copy) proc vectorAttributeAccessor(accessor: string): NimNode = const ACCESSOR_INDICES = { 'x': 0, 'y': 1, 'z': 2, 'w': 3, 'r': 0, 'g': 1, 'b': 2, 'a': 3, }.toTable var ret: NimNode let accessorvalue = accessor if accessorvalue.len == 0: raise newException(Exception, "empty attribute") elif accessorvalue.len == 1: ret = nnkBracket.newTree(ident("value"), newLit(ACCESSOR_INDICES[accessorvalue[0]])) if accessorvalue.len > 1: var attrs = nnkBracket.newTree() for attrname in accessorvalue: attrs.add(nnkBracketExpr.newTree(ident("value"), newLit(ACCESSOR_INDICES[attrname]))) ret = nnkCall.newTree(ident("Vec" & $accessorvalue.len), attrs) newProc( name=nnkPostfix.newTree(ident("*"), ident(accessor)), params=[ident("auto"), nnkIdentDefs.newTree(ident("value"), ident("Vec"), newEmptyNode())], body=newStmtList(ret), procType = nnkFuncDef, ) macro createVectorAttribAccessorFuncs() = const COORD_ATTRS = ["x", "y", "z", "w"] const COLOR_ATTRS = ["r", "g", "b", "a"] result = nnkStmtList.newTree() for attlist in [COORD_ATTRS, COLOR_ATTRS]: for i in attlist: result.add(vectorAttributeAccessor(i)) for j in attlist: result.add(vectorAttributeAccessor(i & j)) for k in attlist: result.add(vectorAttributeAccessor(i & j & k)) for l in attlist: result.add(vectorAttributeAccessor(i & j & k & l)) createVectorAttribAccessorFuncs() # call e.g. Vec2[int]().randomized() to get a random matrix template makeRandomInit(mattype: typedesc) = proc randomized*[T: SomeInteger](m: mattype[T]): mattype[T] = for i in 0 ..< result.len: result[i] = rand(low(typeof(m[0])) .. high(typeof(m[0]))) proc randomized*[T: SomeFloat](m: mattype[T]): mattype[T] = for i in 0 ..< result.len: result[i] = rand(1.0) makeRandomInit(Vec2) makeRandomInit(Vec3) makeRandomInit(Vec4)