* replaced the vector classes with a generic one
* fixed wrong member protection in Rect + override for DrawableImpl methods git-svn-id: https://sfml.svn.sourceforge.net/svnroot/sfml/branches/sfml2@1537 4e206d99-4929-0410-ac5d-dfc041789085
This commit is contained in:
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19 changed files with 503 additions and 364 deletions
437
DSFML/import/dsfml/system/vector.d
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DSFML/import/dsfml/system/vector.d
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/*
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* DSFML - SFML Library wrapper for the D programming language.
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* Copyright (C) 2010 Andreas Hollandt
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*
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* This software is provided 'as-is', without any express or
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* implied warranty. In no event will the authors be held
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* liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute
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* it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented;
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* you must not claim that you wrote the original software.
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* If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but
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* is not required.
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*
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* 2. Altered source versions must be plainly marked as such,
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* and must not be misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any
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* source distribution.
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*/
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module dsfml.system.vector;
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import std.conv;
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import std.math;
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import std.traits : isFloatingPoint;
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import std.typetuple;
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/**
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* generic fixed-size Vector struct
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*
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* Params:
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* T = element type
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* dim = vector dimension
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*/
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struct Vector(T, int dim)
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{
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static assert (dim >= 2 && dim <= 4);
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// vectors of 3 floats are extended to 4 to make it possible to use SSE optimizations
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private const realdim = (is(T == float) && dim == 3 && sseAvailable) ? 4 : dim;
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// vectors of (3)4 floats or 2 doubles will use SSE
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private const bool useSSE = (is(T == float) && realdim == 4 /* || is(T == double) && dim == 2 */ ) && sseAvailable;
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private alias LengthReturnType!(T) LengthType; // the type returned by length
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union
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{
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/// normal struct element access
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struct
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{
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static if (dim >= 1) T x;
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static if (dim >= 2) T y;
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static if (dim >= 3) T z;
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static if (dim >= 4) T w;
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}
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struct
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{
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static if (dim >= 1) T r;
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static if (dim >= 2) T g;
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static if (dim >= 3) T b;
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static if (dim >= 4) T a;
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}
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// only the array has the hidden 4th value in case of vec3f
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// this is to be able to foreach over tuple without computing w unnecessarily
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T[realdim] cell; /// array access
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Repeat!(T, dim) tuple; /// for tuple access
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}
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// zero vectors
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static if (2 == dim) const static Vector zero = Vector(0, 0);
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static if (3 == dim) const static Vector zero = Vector(0, 0, 0);
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static if (4 == dim) const static Vector zero = Vector(0, 0, 0, 0);
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static if (2 == dim) const static Vector one = Vector(1, 1);
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static if (3 == dim) const static Vector one = Vector(1, 1, 1);
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static if (4 == dim) const static Vector one = Vector(1, 1, 1, 1);
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static if (2 == dim) const static Vector unitX = Vector(1, 0);
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static if (3 == dim) const static Vector unitX = Vector(1, 0, 0);
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static if (4 == dim) const static Vector unitX = Vector(1, 0, 0, 0);
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static if (2 == dim) const static Vector unitY = Vector(0, 1);
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static if (3 == dim) const static Vector unitY = Vector(0, 1, 0);
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static if (4 == dim) const static Vector unitY = Vector(0, 1, 0, 0);
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static if (3 == dim) const static Vector unitZ = Vector(0, 0, 1);
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static if (4 == dim) const static Vector unitZ = Vector(0, 0, 1, 0);
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static if (4 == dim) const static Vector unitW = Vector(0, 0, 0, 1);
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/// ensure that no component is a NaN
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invariant()
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{
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assert(isValid());
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}
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// checks if the elements aren't NaNs
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private bool isValid() const
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{
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static if (dim >= 1) if (isNaN(x)) return false;
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static if (dim >= 2) if (isNaN(y)) return false;
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static if (dim >= 3) if (isNaN(z)) return false;
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static if (dim >= 4) if (isNaN(w)) return false;
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return true;
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}
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/************************************************************************************
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* Operator overloading
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***********************************************************************************/
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/// negate the vector
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Vector opUnary(string op : "-")()
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{
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static if (dim == 2) return Vector(-x, -y);
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else static if (dim == 3) return Vector(-x, -y, -z);
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else static if (dim == 4) return Vector(-x, -y, -z, -w);
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}
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/// dot product
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T opBinary(string op : "*")(typeof(this) v)
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if (is(typeof(T+T)) && is(typeof(T*T)))
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{
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static if (dim == 2) return x*v.x + y*v.y;
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else static if (dim == 3) return x*v.x + y*v.y + z*v.z;
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else static if (dim == 4) return x*v.x + y*v.y + z*v.z + w*v.w;
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}
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/// element-wise operations, +, -,
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Vector opBinary(string op, U:typeof(this))(U v)
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// check if the operation is supported on the type T
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if (op != "*" && (op == "+" && is(typeof(T+T)) || op == "-" && is(typeof(T-T)) || op == "*" && is(typeof(T*T))
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|| op == "/" && is(typeof(T/T)) || op == "%" && is(typeof(T%T))))
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{
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Vector res = void;
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foreach (i, x; tuple)
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mixin("res.tuple[i] = tuple[i] " ~ op ~ " v.tuple[i];");
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return res;
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}
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/// operations with a scalar
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typeof(this) opBinary(string op)(T s)
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{
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Vector res = void;
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foreach(i, x; tuple)
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mixin("res.tuple[i] = tuple[i] " ~ op ~ " s;");
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return res;
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}
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/// element-wise assign operations, +=, -=, ...
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Vector opOpAssign(string op, U:Vector)(U v)
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{
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foreach (i, _; tuple)
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mixin("tuple[i] " ~ op ~ "= v.tuple[i];");
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return this;
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}
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/// (*=) overload
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Vector opOpAssign(string op)(T s)
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{
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foreach (i, _; tuple)
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mixin("tuple[i] " ~ op ~ "= s;");
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return this;
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}
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/// return length*length
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@property LengthType sqLength()
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{
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static if (2 == dim) return (x * x + y * y);
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else static if (3 == dim) return (x * x + y * y + z * z);
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else static if (4 == dim) return (x * x + y * y + z * z + w * w);
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else static assert (false);
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}
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/// return the vector length
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@property LengthType length()
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{
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static if (useSSE)
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{
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static if (is(t == float) && dim == 3) // make sure that w is 0
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assert(w == 0);
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float res;
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auto p = cell.ptr;
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asm
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{
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// movups XMM0, &cell;
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mov EAX, p;
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movups XMM0, [EAX];
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mulps XMM0, XMM0; // v0 = vec(x*x, y*y, z*z, w*w)
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movaps XMM1, XMM0; // v1 = v0
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shufps XMM0, XMM1, 0x4e; // v0 = vec(z*z, w*w, x*x, y*y)
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addps XMM0, XMM1; // v0 = vec(x*x + z*z, y*y + w*w, z*z + x*x, w*w + y*y)
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movaps XMM1, XMM0; // v1 = v0
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shufps XMM1, XMM1, 0x11; // v1 = vec(w*w + y*y, z*z + x*x, w*w + y*y, z*z + x*x)
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addps XMM0, XMM1; // v0 = |vec|^2 at all 4 positions
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rsqrtss XMM0, XMM0; // v0 = 1/sqrt(v0)
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rcpss XMM0, XMM0; // v= = 1/v0
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movss res, XMM0;
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}
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return res;
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}
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else
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{
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// compute squared length
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auto ret = sqLength();
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// compute sqrt
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version(useFastSqrt)
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{
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static if (is(T == float))
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return fastSqrt(ret);
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}
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return sqrt(ret);
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}
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}
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void normalize()
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{
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static if (useSSE)
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{
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static if (is(t == float) && dim == 3) // make sure that w is 0
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assert (w == 0, "vector component w isn't 0!");
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auto p = cell.ptr;
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asm
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{
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mov EAX, p;
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movups XMM0, [EAX];
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movaps XMM2, XMM0; // save it for later
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mulps XMM0, XMM0; // v0 = vec(x*x, y*y, z*z, w*w)
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movaps XMM1, XMM0; // v1 = v0
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shufps XMM0, XMM1, 0x4e; // v0 = vec(z*z, w*w, x*x, y*y)
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addps XMM0, XMM1; // v0 = vec(x*x + z*z, y*y + w*w, z*z + x*x, w*w + y*y)
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movaps XMM1, XMM0; // v1 = v0
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shufps XMM1, XMM1, 0x11; // v1 = vec(w*w + y*y, z*z + x*x, w*w + y*y, z*z + x*x)
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addps XMM0, XMM1; // v0 = |vec|^2 at all 4 positions
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rsqrtps XMM0, XMM0; // v0 = 1/sqrt(v0)
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mulps XMM2, XMM0; // v2 = vec * v0
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movups [EAX], XMM0;
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}
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}
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else
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{
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auto len = length();
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foreach(i, _; tuple) // bug 2411 workaround, foreach ref on tuples doesn't work
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tuple[i] /= len;
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}
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}
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/// return normalized version of this vector
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Vector normalized()
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{
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Vector res = this;
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res.normalize();
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return res;
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}
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///
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string toString()
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{
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string res = "[";
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res ~= to!(string)(x);
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static if (dim >= 2) res ~= ", " ~ to!(string)(y);
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static if (dim >= 3) res ~= ", " ~ to!(string)(z);
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static if (dim >= 4) res ~= ", " ~ to!(string)(w);
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return res ~ "]";
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}
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static if (is(T == float))
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{
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/// do a quick normalize using fast approximate inverse sqrt
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void quickNormalize()
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{
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T inv = invSqrt(sqLength);
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this *= inv;
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}
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/// return a normalized version of this vector
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Vector quickNormalized()
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{
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auto res = this;
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res.quickNormalize();
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return res;
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}
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}
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/// return a pointer to the vector data
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@property T* ptr()
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{
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return &x;
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}
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/// calculate distance to other vector
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LengthType distance(Vector!(T,dim) other)
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{
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assert (isValid);
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assert (other.isValid);
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other -= this;
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return other.length;
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}
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///
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bool opEquals(ref const Vector v) const
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{
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assert (isValid);
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assert (v.isValid);
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static if (dim >= 1) if (x != v.x) return false;
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static if (dim >= 2) if (y != v.y) return false;
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static if (dim >= 3) if (z != v.z) return false;
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static if (dim >= 4) if (w != v.w) return false;
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return true;
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}
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///
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bool isUnit()
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{
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real sql = cast(real)sqLength();
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return abs(sql - 1.0) < 0.001;
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}
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}
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/******* useful alias declarations *******/
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alias Vector!(float, 2) Vector2f; ///
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alias Vector!(float, 3) Vector3f; ///
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alias Vector!(float, 4) Vector4f; ///
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alias Vector!(double, 2) Vector2d; ///
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alias Vector!(double, 3) Vector3d; ///
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alias Vector!(double, 4) Vector4d; ///
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alias Vector!(int, 2) Vector2i; ///
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alias Vector!(int, 3) Vector3i; ///
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alias Vector!(int, 4) Vector4i; ///
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alias Vector!(uint, 2) Vector2ui; ///
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alias Vector!(uint, 3) Vector3ui; ///
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alias Vector!(uint, 4) Vector4ui; ///
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alias Vector!(ushort, 2) Vector2us; ///
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alias Vector!(ushort, 3) Vector3us; ///
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alias Vector!(ushort, 4) Vector4us; ///
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alias Vector!(ubyte, 2) Vector2ub; ///
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alias Vector!(ubyte, 3) Vector3ub; ///
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alias Vector!(ubyte, 4) Vector4ub; ///
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// TODO: do all kinds of unittesting
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unittest
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{
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Vector3f v = {1.5f, 1.f, 0.5f};
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Vector3f w = {-1.f, 2.f, -0.5f};
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assert(v.length - sqrt(3.5f) < 0.0001, sseAvailable ? "SSE length calculation failed" : "normal length calculation failed");
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assert(w.length - sqrt(5.25f) < 0.0001, sseAvailable ? "SSE length calculation failed" : "normal length calculation failed");
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assert(v+w == Vector3f(0.5f, 3.f, 0.f));
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assert(v-w == Vector3f(2.5f, -1.f, 1.f));
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}
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/**
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* compute 1/sqrt(x)
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* assumes x > 0
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*
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* Copyright (C) 2002-2006 Chris Lomont
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* explanation on www.lomont.org
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*/
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float invSqrt(float x)
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{
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assert(x > 0);
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float xhalf = 0.5f * x;
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int i = *cast(int*)&x; // get bits for floating value
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i = 0x5f375a86 - (i >> 1); // gives initial guess y0 with magic number
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x = *cast(float*)&i; // convert bits back to float
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x = x*(1.5f - xhalf * x * x); // Newton step, repeating increases accuracy
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return x;
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}
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/**
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* compute sqrt(x)
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* assumes x >= 0
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*/
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float fastSqrt(float x)
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{
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assert(x >= 0);
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int i = *cast(int*) &x;
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if (0 == ((i >> 23)&255))
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return 0; // close
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return x * invSqrt(x);
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}
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// get the correct return type for the length function
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private template LengthReturnType(T)
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{
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static if (is(T == float) || is(T == double) || is(T == real))
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alias T LengthReturnType;
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else
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alias float LengthReturnType;
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}
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/// repeat a type count times
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template Repeat(T, int count)
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{
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static if (!count)
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alias TypeTuple!() Repeat;
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else
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alias TypeTuple!(T, Repeat!(T, count-1)) Repeat;
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}
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// determine SSE usability
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// TODO: make more sophisticated
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version(X86)
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version(D_InlineAsm_X86)
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const bool sseAvailable = is(typeof({void* foo; asm { mov EAX, foo; movups XMM0, [EAX]; } }));
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version(X86_64)
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version(D_InlineAsm_X86_64)
|
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const bool sseAvailable = false; // TODO: add this
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