/* Vec is a generic set of N named values of type T (aka. a mathematical vector) The values can be accessed via array index or their common component names: - u, v - x, y, z, w - r, g, b, a - c0, c1, c2, c3, ... cN For most use cases, opt for the named variants of this type: Vec2 : Vec(2, float) Vec3 : Vec(3, float) Vec4 : Vec(4, float) Quat : Vec(4, float) Sadly, Vec does *NOT* solve the problem of interfacing with external vector types (including Jai's 'Math' module). To fix this, create two helper macros: to_jai :: (v: Vec4) -> jmath.Vector4 #expand { return v.(jmath.Vector4,force); } to_jai :: (v: *Vec4) -> *jmath.Vector4 #expand { return v.(*jmath.Vector4); } */ Vec :: struct(N: int, T: Type) #modify { info := T.(*Type_Info); return info.type == .INTEGER || info.type == .FLOAT, "Vec T must be a numeric type (int or float)"; } { #assert (N > 0) "Vec N cannot be <= 0"; // Vecs are backed by an array internally. The #insert block below // generates #place'd unions of named fields or cN fields when N is > 4. #as components: [N]T; #insert -> string { b: basic.String_Builder; basic.append(*b, "#place components;\n"); fields :: []string.[ string.[ "x", "r", "u" ], string.[ "y", "g", "v" ], string.[ "z", "b", "" ], string.[ "w", "a", "" ], ]; for i: 0..N - 1 { if i < fields.count { basic.append(*b, "union {\n"); for field: fields[i] if field.count != 0 { basic.print_to_builder(*b, "\t%: T = ---;\n", field); } basic.print_to_builder(*b, "\tc%: T = ---;\n", i); basic.append(*b, "};\n"); } else { basic.print_to_builder(*b, "c%: T = ---;\n", i); } } return basic.builder_to_string(*b); }; } operator [] :: (v: Vec, $$idx: int) -> v.T #no_abc { bounds_check_index(idx, v.N); return v.components[idx]; } operator *[] :: (v: *Vec, $$idx: int) -> *v.T #no_abc { bounds_check_index(idx, v.N); return *v.components[idx]; } operator []= :: (v: *Vec, $$idx: int, value: v.T) #no_abc { bounds_check_index(idx, v.N); v.components[idx] = value; } for_expansion :: (v: *Vec, body: Code, flags: For_Flags) #expand { for i: 0..v.N - 1 { `it_index := i; #if flags & .POINTER { `it := *v.components[i]; } else { `it := v.components[i]; } #insert,scope(body) body; } } operator + :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc { res: Vec(l.N, l.T) = ---; for l res[it_index] = it + r[it_index]; return res; } operator - :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc { res: Vec(l.N, l.T) = ---; for l res[it_index] = it - r[it_index]; return res; } operator * :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc { res: Vec(l.N, l.T) = ---; for l res[it_index] = it * r[it_index]; return res; } operator / :: inline (l: Vec, r: Vec(l.N, l.T)) -> Vec(l.N, l.T) #no_abc { res: Vec(l.N, l.T) = ---; for l res[it_index] = it / r[it_index]; return res; } // Concrete vector types (the usual cases) Vec2 :: Vec(2, float); Vec3 :: Vec(3, float); Vec4 :: Vec(4, float); Quat :: Vec4; v2f :: (x: $T = 0, y: T = 0) -> Vec2 #modify { return T.(*Type_Info).type == .FLOAT, "use v2i for integer arguments"; } #expand { return .{ x = x, y = y }; } v2i :: (x: $T = 0, y: T = 0) -> Vec(2, T) #modify { return T.(*Type_Info).type == .INTEGER, "use v2f for float arguments"; } #expand { return .{ x = x, y = y }; } v3f :: (x: $T = 0, y: T = 0, z: T = 0) -> Vec3 #modify { return T.(*Type_Info).type == .FLOAT, "use v3i for integer arguments"; } #expand { return .{ x = x, y = y, z = z }; } v3i :: (x: $T = 0, y: T = 0, z: T = 0) -> Vec(3, T) #modify { return T.(*Type_Info).type == .INTEGER, "use v3f for float arguments"; } #expand { return .{ x = x, y = y, z = z }; } v4f :: (x: $T = 0, y: T = 0, z: T = 0, w: T = 0) -> Vec4 #modify { return T.(*Type_Info).type == .FLOAT, "use v4i for integer arguments"; } #expand { return .{ x = x, y = y, z = z, w = w }; } v4i :: (x: $T = 0, y: T = 0, z: T = 0, w: T = 0) -> Vec(4, T) #modify { return T.(*Type_Info).type == .INTEGER, "use v4f for float arguments"; } #expand { return .{ x = x, y = y, z = z, w = w }; } quat :: (x: float = 0, y: float = 0, z: float = 0, w: float = 0) -> Quat #expand { return .{ x = x, y = y, z = z, w = w }; }