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Lunatic: make ivec3 and dvec3 types share same metatable, orthogonalize API.
Specifically, remove ivec3's blen1() method and add from/to BUILD coordinate (z scaled by 16) conversion methods. git-svn-id: https://svn.eduke32.com/eduke32@3591 1a8010ca-5511-0410-912e-c29ae57300e0
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4 changed files with 59 additions and 43 deletions
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@ -377,9 +377,8 @@ local abs = math.abs
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local dist, ldist = xmath.dist, xmath.ldist
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local function A_FP_ManhattanDist(ps, spr)
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local distvec = (geom.tovec3(ps.pos) - spr^(28*256))
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-- XXX
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return geom.ivec3(distvec.x, distvec.y, distvec.z):blen1()
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local distvec = ps.pos - spr^(28*256)
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return distvec:touniform():mhlen()
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end
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-- Returns: player index, distance
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@ -161,7 +161,8 @@ ffi.cdef("typedef union { \
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} palette_t", rgbarray_t)
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assert(ffi.alignof("palette_t")==1)
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local vec3_ct = ffi.typeof("vec3_t")
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local vec3_ct = ffi.typeof("vec3_t") -- will be metatype'd in geom.lua:
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require("geom")
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local hitdata_ct = ffi.typeof("hitdata_t")
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decl[[
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@ -312,22 +313,6 @@ local lshift = bit.lshift
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local rshift = bit.rshift
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local xor = bit.bxor
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local ivec3_
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local ivec3_mt = {
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-- '^' is the "translate upwards" operator
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__pow = function(v, zofs)
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return ivec3_(v.x, v.y, v.z-zofs)
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end,
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__index = {
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-- Manhattan distance with z right-shifted by 4 bits
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blen1 = function(v)
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return math.abs(v.x) + math.abs(v.y) + math.abs(bit.arshift(v.z,4))
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end,
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},
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}
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ivec3_ = ffi.metatype(vec3_ct, ivec3_mt)
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local wallsofsec -- fwd-decl
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local sectortype_ptr_ct = ffi.typeof("$ *", ffi.typeof(strip_const(SECTOR_STRUCT)))
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@ -477,7 +462,7 @@ local tspritetype_ptr_ct = ffi.typeof("$ *", ffi.typeof("tspritetype"))
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local spritetype_mt = {
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__pow = function(s, zofs)
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return ivec3_(s.x, s.y, s.z-zofs)
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return vec3_ct(s.x, s.y, s.z-zofs)
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end,
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__index = {
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@ -1,5 +1,6 @@
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-- Geometry module for Lunatic.
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local require = require
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local ffi = require("ffi")
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local math = require("math")
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@ -10,15 +11,13 @@ local error = error
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module(...)
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-- This has no metamethods, but can be useful for calculations expecting
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-- integer values, e.g. geom.ivec3(x, y, z) is a reasonable way to round
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-- a vec3. It can be also used as the RHS to the vec2/vec3 arithmetic
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-- methods.
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-- NOTE: We must have a typedef with that exact name, because for
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-- Lunatic (i.e. not stand-alone), it is a duplicate (and ignored)
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-- declaration for an already metatype'd type.
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-- The integer 3-vector can be useful for calculations expecting integer
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-- values, e.g. geom.ivec3(x, y, z) is a reasonable way to round a vec3. It can
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-- also be used as the RHS to the vec2/vec3 arithmetic methods.
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-- NOTE: We must have a typedef with that exact name, because for Lunatic
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-- (i.e. not stand-alone), the type was already declared in defs_common.lua.
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ffi.cdef "typedef struct { int32_t x, y, z; } vec3_t;"
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ivec3 = ffi.typeof("vec3_t")
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local ivec3_t = ffi.typeof("vec3_t")
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local dvec2_t = ffi.typeof("struct { double x, y; }")
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@ -54,12 +53,17 @@ local vec2_mt = {
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__index = {
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lensq = function(a) return a.x*a.x + a.y*a.y end,
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-- Manhattan distance:
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len1 = function(a) return math.abs(a.x)+math.abs(a.y) end,
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mhlen = function(a) return math.abs(a.x)+math.abs(a.y) end,
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},
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}
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local arshift = require("bit").arshift
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-- The vec3 metatable is shared between the integer- and double-based 3-vector
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-- types. However, some operations are slightly different.
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local vec3_mt = {
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-- Arithmetic operations. Note that they always return the a dvec3.
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__add = function(a, b) return dvec3_t(a.x+b.x, a.y+b.y, a.z+b.z) end,
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__sub = function(a, b) return dvec3_t(a.x-b.x, a.y-b.y, a.z-b.z) end,
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__unm = function(a) return dvec3_t(-a.x, -a.y, -a.z) end,
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@ -82,17 +86,44 @@ local vec3_mt = {
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return dvec3_t(a.x/b, a.y/b, a.z/b)
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end,
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-- '^' is the "translate upwards" operator, returns same-typed vector.
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__pow = function(v, zofs)
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return v(v.x, v.y, v.z-zofs)
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end,
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-- The # operator returns the Euclidean length.
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__len = function(a) return math.sqrt(a.x*a.x + a.y*a.y + a.z*a.z) end,
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__tostring = function(a) return "vec3("..a.x..", "..a.y..", "..a.z..")" end,
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-- INTERNAL: Calling a vector calls the constructor of its type.
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__call = function(v, ...)
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return v:_isi() and ivec3_t(...) or dvec3_t(...)
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end,
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-- INTERNAL
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__tostring = function(a)
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return (a:_isi() and "i" or "").."vec3("..a.x..", "..a.y..", "..a.z..")"
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end,
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__index = {
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lensq = function(a) return a.x*a.x + a.y*a.y + a.z*a.z end,
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-- Manhattan distance:
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len1 = function(a) return math.abs(a.x)+math.abs(a.y)+math.abs(a.z) end,
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toivec3 = function(v)
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return ivec3(v.x, v.y, v.z)
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-- Manhattan-distance length:
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mhlen = function(a) return math.abs(a.x)+math.abs(a.y)+math.abs(a.z) end,
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toivec3 = function(v) return ivec3_t(v.x, v.y, v.z) end,
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-- BUILD-coordinate (z scaled by 16) <-> uniform conversions.
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touniform = function(v)
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return v:_isi()
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and v(v.x, v.y, arshift(v.z, 4))
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or v(v.x, v.y, v.z/4)
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end,
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tobuild = function(v) return v(v.x, v.y, 16*v.z) end,
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-- Is <v> integer vec3? INTERNAL.
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_isi = function(v)
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return ffi.istype(ivec3_t, v)
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end,
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},
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}
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@ -101,20 +132,20 @@ local vec3_mt = {
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-- * vec2(<table>), <table> should be indexable with "x" and "y"
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-- * vec2(x, y), assuming that x and y are numbers
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vec2 = ffi.metatype(dvec2_t, vec2_mt)
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vec3 = ffi.metatype(dvec3_t, vec3_mt)
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ivec3 = ffi.metatype("vec3_t", vec3_mt)
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-- Returns a vec2 from anything indexable with "x" and "y"
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-- (vec2(t) works if t is such a table, but not if it's a vec2 or a cdata of
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-- different type)
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function tovec2(t) return vec2(t.x, t.y) end
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-- Same for vec3
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vec3 = ffi.metatype(dvec3_t, vec3_mt)
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function tovec3(t) return vec3(t.x, t.y, t.z) end
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function tovec2(t) return dvec2_t(t.x, t.y) end
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function tovec3(t) return dvec3_t(t.x, t.y, t.z) end
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-- Two-element vector cross product.
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-- Anti-commutative, distributive.
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function cross2(v, w)
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local function cross2(v, w)
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return v.y*w.x - v.x*w.y
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end
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@ -343,7 +343,8 @@ gameactor(930, 1, function(i) -- "police line" ribbon
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local spr = sprite[i]
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local r = math.random
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local d = 20
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local v = geom.tovec3(spr) + geom.vec3(r(-d,d), r(-d,d))
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-- NOTE: __add metamethod is called because of the RHS:
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local v = spr + geom.vec3(r(-d,d), r(-d,d))
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spr:setpos(v)
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end)
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