mirror of
https://github.com/pocketpy/pocketpy
synced 2026-06-15 05:23:37 +00:00
216 lines
5.9 KiB
C++
216 lines
5.9 KiB
C++
#pragma once
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#include "pocketpy/common/types.hpp"
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#include "pocketpy/common/traits.hpp"
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#include <cmath>
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namespace pkpy {
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inline bool isclose(float a, float b) { return std::fabs(a - b) < 1e-4; }
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struct Vec2 {
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static void _register(VM* vm, PyObject* mod, PyObject* type);
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float x, y;
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Vec2() : x(0.0f), y(0.0f) {}
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Vec2(float x, float y) : x(x), y(y) {}
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Vec2 operator+ (const Vec2& v) const { return Vec2(x + v.x, y + v.y); }
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Vec2 operator- (const Vec2& v) const { return Vec2(x - v.x, y - v.y); }
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Vec2 operator* (float s) const { return Vec2(x * s, y * s); }
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Vec2 operator* (const Vec2& v) const { return Vec2(x * v.x, y * v.y); }
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Vec2 operator/ (float s) const { return Vec2(x / s, y / s); }
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Vec2 operator- () const { return Vec2(-x, -y); }
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bool operator== (const Vec2& v) const { return isclose(x, v.x) && isclose(y, v.y); }
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bool operator!= (const Vec2& v) const { return !isclose(x, v.x) || !isclose(y, v.y); }
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float operator[] (int i) const { return (&x)[i]; }
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float dot(const Vec2& v) const { return x * v.x + y * v.y; }
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float cross(const Vec2& v) const { return x * v.y - y * v.x; }
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float length() const { return sqrtf(x * x + y * y); }
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float length_squared() const { return x * x + y * y; }
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Vec2 normalize() const {
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float l = length();
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return Vec2(x / l, y / l);
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}
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Vec2 rotate(float radian) const {
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float cr = cosf(radian), sr = sinf(radian);
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return Vec2(x * cr - y * sr, x * sr + y * cr);
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}
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};
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struct Vec3 {
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static void _register(VM* vm, PyObject* mod, PyObject* type);
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float x, y, z;
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Vec3() : x(0.0f), y(0.0f), z(0.0f) {}
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Vec3(float x, float y, float z) : x(x), y(y), z(z) {}
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Vec3 operator+ (const Vec3& v) const { return Vec3(x + v.x, y + v.y, z + v.z); }
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Vec3 operator- (const Vec3& v) const { return Vec3(x - v.x, y - v.y, z - v.z); }
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Vec3 operator* (float s) const { return Vec3(x * s, y * s, z * s); }
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Vec3 operator* (const Vec3& v) const { return Vec3(x * v.x, y * v.y, z * v.z); }
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Vec3 operator/ (float s) const { return Vec3(x / s, y / s, z / s); }
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Vec3 operator- () const { return Vec3(-x, -y, -z); }
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bool operator== (const Vec3& v) const { return isclose(x, v.x) && isclose(y, v.y) && isclose(z, v.z); }
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bool operator!= (const Vec3& v) const { return !isclose(x, v.x) || !isclose(y, v.y) || !isclose(z, v.z); }
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float operator[] (int i) const { return (&x)[i]; }
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float dot(const Vec3& v) const { return x * v.x + y * v.y + z * v.z; }
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Vec3 cross(const Vec3& v) const { return Vec3(y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x); }
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float length() const { return sqrtf(x * x + y * y + z * z); }
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float length_squared() const { return x * x + y * y + z * z; }
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Vec3 normalize() const {
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float l = length();
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return Vec3(x / l, y / l, z / l);
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}
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};
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struct Vec4 {
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static void _register(VM* vm, PyObject* mod, PyObject* type);
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float x, y, z, w;
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Vec4() : x(0.0f), y(0.0f), z(0.0f), w(0.0f) {}
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Vec4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {}
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Vec4 operator+ (const Vec4& v) const { return Vec4(x + v.x, y + v.y, z + v.z, w + v.w); }
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Vec4 operator- (const Vec4& v) const { return Vec4(x - v.x, y - v.y, z - v.z, w - v.w); }
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Vec4 operator* (float s) const { return Vec4(x * s, y * s, z * s, w * s); }
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Vec4 operator* (const Vec4& v) const { return Vec4(x * v.x, y * v.y, z * v.z, w * v.w); }
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Vec4 operator/ (float s) const { return Vec4(x / s, y / s, z / s, w / s); }
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Vec4 operator- () const { return Vec4(-x, -y, -z, -w); }
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bool operator== (const Vec4& v) const {
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return isclose(x, v.x) && isclose(y, v.y) && isclose(z, v.z) && isclose(w, v.w);
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}
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bool operator!= (const Vec4& v) const {
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return !isclose(x, v.x) || !isclose(y, v.y) || !isclose(z, v.z) || !isclose(w, v.w);
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}
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float operator[] (int i) const { return (&x)[i]; }
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float dot(const Vec4& v) const { return x * v.x + y * v.y + z * v.z + w * v.w; }
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float length() const { return sqrtf(x * x + y * y + z * z + w * w); }
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float length_squared() const { return x * x + y * y + z * z + w * w; }
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Vec4 normalize() const {
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float l = length();
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return Vec4(x / l, y / l, z / l, w / l);
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}
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NoReturn normalize_() {
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float l = length();
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x /= l;
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y /= l;
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z /= l;
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w /= l;
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return {};
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}
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NoReturn copy_(const Vec4& v) {
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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return {};
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}
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};
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struct Mat3x3 {
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static void _register(VM* vm, PyObject* mod, PyObject* type);
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union {
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struct {
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float _11, _12, _13;
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float _21, _22, _23;
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float _31, _32, _33;
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};
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float m[3][3];
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float v[9];
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};
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Mat3x3();
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Mat3x3(float, float, float, float, float, float, float, float, float);
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static Mat3x3 zeros();
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static Mat3x3 ones();
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static Mat3x3 identity();
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Mat3x3 operator+ (const Mat3x3& other) const;
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Mat3x3 operator- (const Mat3x3& other) const;
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Mat3x3 operator* (float scalar) const;
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Mat3x3 operator/ (float scalar) const;
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bool operator== (const Mat3x3& other) const;
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bool operator!= (const Mat3x3& other) const;
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Mat3x3 matmul(const Mat3x3& other) const;
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Vec3 matmul(const Vec3& other) const;
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float determinant() const;
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Mat3x3 transpose() const;
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bool inverse(Mat3x3& out) const;
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/*************** affine transformations ***************/
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static Mat3x3 trs(Vec2 t, float radian, Vec2 s);
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bool is_affine() const;
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Vec2 _t() const;
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float _r() const;
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Vec2 _s() const;
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};
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void add_module_linalg(VM* vm);
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static_assert(is_pod_v<Vec2>);
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static_assert(is_pod_v<Vec3>);
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static_assert(is_pod_v<Vec4>);
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static_assert(is_pod_v<Mat3x3>);
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template <>
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constexpr inline bool is_sso_v<Vec2> = true;
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template <>
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constexpr inline bool is_sso_v<Vec3> = true;
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} // namespace pkpy
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