Added Vectors and Vector component swizzling

This commit is contained in:
Simon Lübeß
2021-02-20 13:38:05 +01:00
parent 64e9cc1613
commit 9ae376f572
6 changed files with 887 additions and 4 deletions
+2 -4
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@@ -1,13 +1,11 @@
using System;
namespace GlitchyEngine.Math namespace GlitchyEngine.Math
{ {
typealias Color = DirectX.Color; typealias Color = DirectX.Color;
typealias ColorRGB = DirectX.ColorRGB; typealias ColorRGB = DirectX.ColorRGB;
typealias ColorRGBA = DirectX.ColorRGBA; typealias ColorRGBA = DirectX.ColorRGBA;
typealias Vector2 = DirectX.Math.Vector2;
typealias Vector3 = DirectX.Math.Vector3;
typealias Vector4 = DirectX.Math.Vector4;
typealias Matrix3x3 = DirectX.Math.Matrix3x3; typealias Matrix3x3 = DirectX.Math.Matrix3x3;
typealias Matrix4x3 = DirectX.Math.Matrix4x3; typealias Matrix4x3 = DirectX.Math.Matrix4x3;
typealias Matrix = DirectX.Math.Matrix; typealias Matrix = DirectX.Math.Matrix;
@@ -0,0 +1,88 @@
using System;
namespace GlitchyEngine.Math
{
/**
* Generates component swizzle operators for a vector.
*/
[AttributeUsage(.Struct | .Class)]
struct SwizzleVectorAttribute : Attribute, IComptimeTypeApply
{
private int _vectorSize;
public int VectorSize => _vectorSize;
this(int vectorSize)
{
_vectorSize = vectorSize;
}
/**
* Determines whether or not a swizzle operator can have a valid setter (e.g. no component assigned twice)
*/
static bool invalidSetter(int[4] cmp, int vecSize)
{
return cmp[0] == cmp[1] || (vecSize >= 3 && cmp[0] == cmp[2]) || (vecSize == 4 && cmp[0] == cmp[3]) ||
(vecSize >= 3 && cmp[1] == cmp[2]) || (vecSize == 4 && cmp[1] == cmp[3]) ||
(vecSize == 4 && cmp[2] == cmp[3]);
}
[Comptime]
public void ApplyToType(Type type)
{
// TODO: report bug... sized array not working
String[] componentNames = scope String[]("X", "Y", "Z", "W");
for(int swizzleCount = 2; swizzleCount <= 4; swizzleCount++)
{
int[4] cmp = .();
int cmp2max = swizzleCount > 2 ? _vectorSize : 1;
int cmp3max = swizzleCount > 3 ? _vectorSize : 1;
for(cmp[0] = 0; cmp[0] < _vectorSize; cmp[0]++)
for(cmp[1] = 0; cmp[1] < _vectorSize; cmp[1]++)
for(cmp[2] = 0; cmp[2] < cmp2max; cmp[2]++)
for(cmp[3] = 0; cmp[3] < cmp3max; cmp[3]++)
{
String swizzleName = scope String(swizzleCount);
String swizzleConstructor = scope String(swizzleCount * 3);
String setter = scope String(128);
bool setterInvalid = invalidSetter(cmp, swizzleCount);
for(int c = 0; c < swizzleCount; c++)
{
swizzleName.Append(componentNames[cmp[c]]);
if(c != 0)
{
swizzleConstructor.Append(", ");
}
swizzleConstructor.Append(componentNames[cmp[c]]);
if(!setterInvalid && c < _vectorSize) //
{
setter.AppendF($"\n\t\t{componentNames[cmp[c]]} = value.{componentNames[c]};");
}
}
//{(setterInvalid ? "[Error(\"Cannot assign multiple values to same component.\")]" : String.Empty)}
String swizzleString = scope $"""
public Vector{swizzleCount} {swizzleName}
{{
get => .({swizzleConstructor});
set mut
{{{setter}
}}
}}
""";
Compiler.EmitTypeBody(type, swizzleString);
}
}
}
}
}
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using System;
namespace GlitchyEngine.Math
{
[SwizzleVector(2)]
public struct Vector2
{
public const Vector2 Zero = .(0f, 0f);
public const Vector2 UnitX = .(1f, 0f);
public const Vector2 UnitY = .(0f, 1f);
public const Vector2 One = .(1f, 1f);
public const int Length = 2;
public float X, Y;
public this() => this = default;
public this(float value)
{
X = value;
Y = value;
}
public this(float x, float y)
{
X = x;
Y = y;
}
public ref float this[int index]
{
[Checked]
get
{
if(index < 0 || index >= Length)
Internal.ThrowIndexOutOfRange(1);
#unwarn
return ref (&X)[index];
}
[Inline]
#unwarn
get => ref (&X)[index];
}
/**
* Calculates the magnitude (length) of this vector.
* @remarks MagnitudeSquared might be used if only the relative length is relevant.
*/
public float Magnitude()
{
return Math.Sqrt(X * X + Y * Y);
}
/**
* Calculates the squared magnitude (length) of this vector.
*/
public float MagnitudeSquared()
{
return X * X + Y * Y;
}
//TODO: Normalization interface is bad
[Checked]
public void Normalize() mut
{
if(this == .Zero)
return;
this /= Magnitude();
}
public void Normalize() mut
{
this /= Magnitude();
}
public static Vector2 Normalize(Vector2 v)
{
return v / v.Magnitude();
}
public static float Dot(Vector2 l, Vector2 r)
{
return l.X * r.X + l.Y * r.Y;
}
/**
* Calculates the projection of a onto b
*/
public Vector2 Project(Vector2 a, Vector2 b)
{
return (b * (Dot(a, b) / Dot(b, b)));
}
/**
* Calculates the rejection of a from b
*/
public Vector2 Reject(Vector2 a, Vector2 b)
{
return (a - b * (Dot(a, b) / Dot(b, b)));
}
//
// Assignment operators
//
// Addition
public void operator +=(Vector2 value) mut
{
X += value.X;
Y += value.Y;
}
public void operator +=(float scalar) mut
{
X += scalar;
Y += scalar;
}
// Subtraction
public void operator -=(Vector2 value) mut
{
X -= value.X;
Y -= value.Y;
}
public void operator -=(float scalar) mut
{
X -= scalar;
Y -= scalar;
}
// Multiplication
public void operator *=(Vector2 value) mut
{
X *= value.X;
Y *= value.Y;
}
public void operator *=(float scalar) mut
{
X *= scalar;
Y *= scalar;
}
// Division
public void operator /=(float scalar) mut
{
float f = 1.0f / scalar;
X *= f;
Y *= f;
}
public void operator /=(Vector2 value) mut
{
X /= value.X;
Y /= value.Y;
}
//
// operators
//
// Addition
public static Vector2 operator +(Vector2 left, Vector2 right) => Vector2(left.X + right.X, left.Y + right.Y);
public static Vector2 operator +(Vector2 value, float scalar) => Vector2(value.X + scalar, value.Y + scalar);
public static Vector2 operator +(float scalar, Vector2 value) => Vector2(scalar + value.X, scalar + value.Y);
public static Vector2 operator +(Vector2 value) => value;
// Subtraction
public static Vector2 operator -(Vector2 left, Vector2 right) => Vector2(left.X - right.X, left.Y - right.Y);
public static Vector2 operator -(Vector2 value, float scalar) => Vector2(value.X - scalar, value.Y - scalar);
public static Vector2 operator -(float scalar, Vector2 value) => Vector2(scalar - value.X, scalar - value.Y);
public static Vector2 operator -(Vector2 value) => Vector2(-value.X, -value.Y);
// Multiplication
public static Vector2 operator *(Vector2 left, Vector2 right) => Vector2(left.X * right.X, left.Y * right.Y);
public static Vector2 operator *(Vector2 value, float scalar) => Vector2(value.X * scalar, value.Y * scalar);
public static Vector2 operator *(float scalar, Vector2 value) => Vector2(scalar * value.X, scalar * value.Y);
// Division
public static Vector2 operator /(Vector2 left, Vector2 right) => Vector2(left.X / right.X, left.Y / right.Y);
public static Vector2 operator /(Vector2 value, float scalar)
{
float inv = 1.0f / scalar;
return Vector2(value.X * inv, value.Y * inv);
}
public static Vector2 operator /(float scalar, Vector2 value) => Vector2(scalar / value.X, scalar / value.Y);
// Equality
public static bool operator ==(Vector2 left, Vector2 right) => left.X == right.X && left.Y == right.Y;
public static bool operator !=(Vector2 left, Vector2 right) => left.X != right.X || left.Y != right.Y;
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1}", X, Y);
// Todo: move to extension
[Inline]
public static implicit operator DirectX.Math.Vector2(in Self value) => *(DirectX.Math.Vector2*)&value;
[Inline]
public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value;
}
}
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using System;
namespace GlitchyEngine.Math
{
[SwizzleVector(3)]
public struct Vector3
{
public const Vector3 Zero = .(0f, 0f, 0f);
public const Vector3 UnitX = .(1f, 0f, 0f);
public const Vector3 UnitY = .(0f, 1f, 0f);
public const Vector3 UnitZ = .(0f, 0f, 1f);
public const Vector3 One = .(1f, 1f, 1f);
public const Vector3 Forward = .(0f, 0f, 1f);
public const Vector3 Backward = .(0f, 0f, -1f);
public const Vector3 Left = .(-1f, 0f, 0f);
public const Vector3 Right = .(1f, 0f, 0f);
public const Vector3 Up = .(0f, 1f, 0f);
public const Vector3 Down = .(0f, -1f, 0f);
public float X, Y, Z;
public this() => this = default;
public this(float value)
{
X = value;
Y = value;
Z = value;
}
public this(Vector2 value, float z)
{
X = value.X;
Y = value.Y;
Z = z;
}
public this(float x, float y, float z)
{
X = x;
Y = y;
Z = z;
}
public ref float this[int index]
{
[Checked]
get
{
if(index < 0 || index > 2)
Internal.ThrowIndexOutOfRange();
#unwarn
return ref (&X)[index];
}
[Inline]
#unwarn
get => ref (&X)[index];
}
/**
* Calculates the magnitude (length) of this vector.
* @remarks MagnitudeSquared might be used if only the relative length is relevant.
*/
public float Magnitude()
{
return Math.Sqrt(X * X + Y * Y + Z * Z);
}
/**
* Calculates the squared magnitude (length) of this vector.
*/
public float MagnitudeSquared()
{
return X * X + Y * Y + Z * Z;
}
[Checked]
public void Normalize() mut
{
if(this == .Zero)
return;
this /= Magnitude();
}
public void Normalize() mut
{
this /= Magnitude();
}
public static Vector3 Normalize(Vector3 v)
{
return v / v.Magnitude();
}
public static float Dot(Vector3 l, Vector3 r)
{
return l.X * r.X + l.Y * r.Y + l.Z * r.Z;
}
public static Vector3 Cross(Vector3 l, Vector3 r)
{
return .(l.Y * r.Z - l.Z * r.Y,
l.Z * r.X - l.X * r.Z,
l.X * r.Y - l.Y * r.X);
}
/**
* Calculates the projection of a onto b
*/
public static Vector3 Project(Vector3 a, Vector3 b)
{
return (b * (Dot(a, b) / Dot(b, b)));
}
/**
* Calculates the rejection of a from b
*/
public static Vector3 Reject(Vector3 a, Vector3 b)
{
return (a - b * (Dot(a, b) / Dot(b, b)));
}
//
// Assignment operators
//
// Addition
public void operator +=(Vector3 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
}
public void operator +=(float scalar) mut
{
X += scalar;
Y += scalar;
Z += scalar;
}
// Subtraction
public void operator -=(Vector3 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
}
public void operator -=(float scalar) mut
{
X -= scalar;
Y -= scalar;
Z -= scalar;
}
// Multiplication
public void operator *=(Vector3 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
}
public void operator *=(float scalar) mut
{
X *= scalar;
Y *= scalar;
Z *= scalar;
}
// Division
public void operator /=(Vector3 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
}
public void operator /=(float scalar) mut
{
float inv = 1.0f / scalar;
X *= inv;
Y *= inv;
Z *= inv;
}
//
// operators
//
// Addition
public static Vector3 operator +(Vector3 left, Vector3 right) => Vector3(left.X + right.X, left.Y + right.Y, left.Z + right.Z);
public static Vector3 operator +(Vector3 value, float scalar) => Vector3(value.X + scalar, value.Y + scalar, value.Z + scalar);
public static Vector3 operator +(float scalar, Vector3 value) => Vector3(scalar + value.X, scalar + value.Y, scalar + value.Z);
public static Vector3 operator +(Vector3 value) => value;
// Subtraction
public static Vector3 operator -(Vector3 left, Vector3 right) => Vector3(left.X - right.X, left.Y - right.Y, left.Z - right.Z);
public static Vector3 operator -(Vector3 value, float scalar) => Vector3(value.X - scalar, value.Y - scalar, value.Z - scalar);
public static Vector3 operator -(float scalar, Vector3 value) => Vector3(scalar - value.X, scalar - value.Y, scalar - value.Z);
public static Vector3 operator -(Vector3 value) => Vector3(-value.X, -value.Y, -value.Z);
// Multiplication
public static Vector3 operator *(Vector3 left, Vector3 right) => Vector3(left.X * right.X, left.Y * right.Y, left.Z * right.Z);
public static Vector3 operator *(Vector3 value, float scalar) => Vector3(value.X * scalar, value.Y * scalar, value.Z * scalar);
public static Vector3 operator *(float scalar, Vector3 value) => Vector3(scalar * value.X, scalar * value.Y, scalar * value.Z);
// Division
public static Vector3 operator /(Vector3 left, Vector3 right) => Vector3(left.X / right.X, left.Y / right.Y, left.Z / right.Z);
public static Vector3 operator /(Vector3 value, float scalar)
{
float inv = 1.0f / scalar;
return Vector3(value.X * inv, value.Y * inv, value.Z * inv);
}
public static Vector3 operator /(float scalar, Vector3 value) => Vector3(scalar / value.X, scalar / value.Y, scalar / value.Z);
// Equality
public static bool operator ==(Vector3 left, Vector3 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z;
public static bool operator !=(Vector3 left, Vector3 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z;
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2}", X, Y, Z);
// Todo: move to extension
[Inline]
public static implicit operator DirectX.Math.Vector3(in Self value) => *(DirectX.Math.Vector3*)&value;
[Inline]
public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value;
}
}
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using System;
namespace GlitchyEngine.Math
{
[SwizzleVector(4)]
public struct Vector4
{
public const Vector4 Zero = .(0f, 0f, 0f, 0f);
public const Vector4 UnitX = .(1f, 0f, 0f, 0f);
public const Vector4 UnitY = .(0f, 1f, 0f, 0f);
public const Vector4 UnitZ = .(0f, 0f, 1f, 0f);
public const Vector4 UnitW = .(0f, 0f, 0f, 1f);
public const Vector4 One = .(1f, 1f, 1f, 1f);
public float X, Y, Z, W;
public this() => this = default;
public this(float value)
{
X = value;
Y = value;
Z = value;
W = value;
}
public this(Vector2 value, float z, float w)
{
X = value.X;
Y = value.Y;
Z = z;
W = w;
}
public this(Vector2 value1, Vector2 value2)
{
X = value1.X;
Y = value1.Y;
Z = value2.X;
W = value2.Y;
}
public this(Vector3 value, float w)
{
X = value.X;
Y = value.Y;
Z = value.Z;
W = w;
}
public this(float x, float y, float z, float w)
{
X = x;
Y = y;
Z = z;
W = w;
}
public ref float this[int index]
{
[Checked]
get
{
if(index < 0 || index > 3)
Internal.ThrowIndexOutOfRange();
#unwarn
return ref (&X)[index];
}
[Inline]
#unwarn
get => ref (&X)[index];
}
/**
* Calculates the magnitude (length) of this vector.
* @remarks MagnitudeSquared might be used if only the relative length is relevant.
*/
public float Magnitude()
{
return Math.Sqrt(X * X + Y * Y + Z * Z + W * W);
}
/**
* Calculates the squared magnitude (length) of this vector.
*/
public float MagnitudeSquared()
{
return X * X + Y * Y + Z * Z + W * W;
}
[Checked]
public void Normalize() mut
{
if(this == .Zero)
return;
this /= Magnitude();
}
public void Normalize() mut
{
this /= Magnitude();
}
public static Vector4 Normalize(Vector4 v)
{
if(v == .Zero)
return .Zero;
return v / v.Magnitude();
}
[Unchecked]
public static Vector4 Normalize(Vector4 v)
{
return v / v.Magnitude();
}
public static float Dot(Vector4 l, Vector4 r)
{
return l.X * r.X + l.Y * r.Y + l.Z * r.Z + l.W * r.W;
}
/**
* Calculates the projection of a onto b
*/
public static Vector4 Project(Vector4 a, Vector4 b)
{
return (b * (Dot(a, b) / Dot(b, b)));
}
/**
* Calculates the rejection of a from b
*/
public static Vector4 Reject(Vector4 a, Vector4 b)
{
return (a - b * (Dot(a, b) / Dot(b, b)));
}
//
// Assignment operators
//
// Addition
public void operator +=(Vector4 value) mut
{
X += value.X;
Y += value.Y;
Z += value.Z;
W += value.W;
}
public void operator +=(float scalar) mut
{
X += scalar;
Y += scalar;
Z += scalar;
W += scalar;
}
// Subtraction
public void operator -=(Vector4 value) mut
{
X -= value.X;
Y -= value.Y;
Z -= value.Z;
W -= value.W;
}
public void operator -=(float scalar) mut
{
X -= scalar;
Y -= scalar;
Z -= scalar;
W -= scalar;
}
// Multiplication
public void operator *=(Vector4 value) mut
{
X *= value.X;
Y *= value.Y;
Z *= value.Z;
W *= value.W;
}
public void operator *=(float scalar) mut
{
X *= scalar;
Y *= scalar;
Z *= scalar;
W *= scalar;
}
// Division
public void operator /=(float scalar) mut
{
float f = 1.0f / scalar;
X *= f;
Y *= f;
Z *= f;
W *= f;
}
public void operator /=(Vector4 value) mut
{
X /= value.X;
Y /= value.Y;
Z /= value.Z;
W /= value.W;
}
//
// operators
//
// Addition
public static Vector4 operator +(Vector4 left, Vector4 right) => Vector4(left.X + right.X, left.Y + right.Y, left.Z + right.Z, left.W + right.W);
public static Vector4 operator +(Vector4 value, float scalar) => Vector4(value.X + scalar, value.Y + scalar, value.Z + scalar, value.W + scalar);
public static Vector4 operator +(float scalar, Vector4 value) => Vector4(scalar + value.X, scalar + value.Y, scalar + value.Z, scalar + value.W);
public static Vector4 operator +(Vector4 value) => value;
// Subtraction
public static Vector4 operator -(Vector4 left, Vector4 right) => Vector4(left.X - right.X, left.Y - right.Y, left.Z - right.Z, left.W - right.W);
public static Vector4 operator -(Vector4 value, float scalar) => Vector4(value.X - scalar, value.Y - scalar, value.Z - scalar, value.W - scalar);
public static Vector4 operator -(float scalar, Vector4 value) => Vector4(scalar - value.X, scalar - value.Y, scalar - value.Z, scalar - value.W);
public static Vector4 operator -(Vector4 value) => Vector4(-value.X, -value.Y, -value.Z, -value.W);
// Multiplication
public static Vector4 operator *(Vector4 left, Vector4 right) => Vector4(left.X * right.X, left.Y * right.Y, left.Z * right.Z, left.W * right.W);
public static Vector4 operator *(Vector4 value, float scalar) => Vector4(value.X * scalar, value.Y * scalar, value.Z * scalar, value.W * scalar);
public static Vector4 operator *(float scalar, Vector4 value) => Vector4(scalar * value.X, scalar * value.Y, scalar * value.Z, scalar * value.W);
// Division
public static Vector4 operator /(Vector4 left, Vector4 right) => Vector4(left.X / right.X, left.Y / right.Y, left.Z / right.Z, left.W / right.W);
public static Vector4 operator /(Vector4 value, float scalar)
{
float inv = 1.0f / scalar;
return Vector4(value.X * inv, value.Y * inv, value.Z * inv, value.W * inv);
}
public static Vector4 operator /(float scalar, Vector4 value) => Vector4(scalar / value.X, scalar / value.Y, scalar / value.Z, scalar / value.W);
// Equality
public static bool operator ==(Vector4 left, Vector4 right) => left.X == right.X && left.Y == right.Y && left.Z == right.Z && left.W == right.W;
public static bool operator !=(Vector4 left, Vector4 right) => left.X != right.X || left.Y != right.Y || left.Z != right.Z || left.W != right.W;
public override void ToString(String strBuffer) => strBuffer.AppendF("X:{0} Y:{1} Z:{2} W:{3}", X, Y, Z, W);
// Todo: move to extension
[Inline]
public static implicit operator DirectX.Math.Vector4(in Self value) => *(DirectX.Math.Vector4*)&value;
[Inline]
public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value;
}
}
@@ -0,0 +1,34 @@
#pragma warning disable 4204
using System;
namespace GlitchyEngine.Math
{
/*
extension Vector2
{
[Inline]
public static implicit operator DirectX.Math.Vector2(in Self value) => *(DirectX.Math.Vector2*)&value;
[Inline]
public static implicit operator Self(in DirectX.Math.Vector2 value) => *(Self*)&value;
}
extension Vector3
{
[Inline]
public static implicit operator DirectX.Math.Vector3(in Self value) => *(DirectX.Math.Vector3*)&value;
[Inline]
public static implicit operator Self(in DirectX.Math.Vector3 value) => *(Self*)&value;
}
extension Vector4
{
[Inline]
public static implicit operator DirectX.Math.Vector4(in Self value) => *(DirectX.Math.Vector4*)&value;
[Inline]
public static implicit operator Self(in DirectX.Math.Vector4 value) => *(Self*)&value;
}
*/
}