Merge pull request #10 from guzba/master

Add hash functions
This commit is contained in:
treeform 2020-03-18 22:46:09 -07:00 committed by GitHub
commit c5bbf9d205
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -1,4 +1,4 @@
import math, random, strformat, strutils
import hashes, math, random, strformat, strutils
export math
@ -79,6 +79,12 @@ func `-`*(a: Vec2): Vec2 =
result.x = -a.x
result.y = -a.y
func hash*(a: Vec2): Hash =
var h: Hash
h = h !& hash(a.x)
h = h !& hash(a.y)
!$h
func lengthSq*(a: Vec2): float32 =
a.x * a.x + a.y * a.y
@ -95,7 +101,7 @@ func dot*(a: Vec2, b: Vec2): float32 =
a.x*b.x + a.y*b.y
func dir*(at: Vec2, to: Vec2): Vec2 =
result = (at - to).normalize()
(at - to).normalize()
func dir*(th: float32): Vec2 =
vec2(cos(th), sin(th))
@ -119,7 +125,7 @@ func inRect*(v: Vec2, a: Vec2, b: Vec2): bool =
let
min = vec2(min(a.x, b.x), min(a.y, b.y))
max = vec2(max(a.x, b.x), max(a.y, b.y))
return v.x > min.x and v.x < max.x and v.y > min.y and v.y < max.y
v.x > min.x and v.x < max.x and v.y > min.y and v.y < max.y
func `[]`*(a: Vec2, i: int): float32 =
assert(i == 0 or i == 1)
@ -150,7 +156,7 @@ func fixAngle*(angle: float32): float32 =
angle -= PI*2
while angle < -PI:
angle += PI*2
return angle
angle
func angle*(a: Vec2): float32 =
## Angle of a Vec2.
@ -174,7 +180,7 @@ func turnAngle*(a, b, speed: float32): float32 =
turn = speed
elif turn < -speed:
turn = -speed
return a + turn
a + turn
type Vec3* = object
## 3D vector
@ -259,6 +265,13 @@ func `-`*(a: var Vec3): Vec3 =
result.y = -a.y
result.z = -a.z
func hash*(a: Vec3): Hash =
var h: Hash
h = h !& hash(a.x)
h = h !& hash(a.y)
h = h !& hash(a.z)
!$h
func lengthSq*(a: Vec3): float32 =
a.x * a.x + a.y * a.y + a.z * a.z
@ -269,7 +282,7 @@ func `length=`*(a: var Vec3, b: float32) =
a *= b / a.length
func normalize*(a: Vec3): Vec3 =
return a / math.sqrt(a.x*a.x + a.y*a.y + a.z*a.z)
a / math.sqrt(a.x*a.x + a.y*a.y + a.z*a.z)
func cross*(a: Vec3, b: Vec3): Vec3 =
result.x = a.y*b.z - a.z*b.y
@ -277,13 +290,13 @@ func cross*(a: Vec3, b: Vec3): Vec3 =
result.z = a.x*b.y - a.y*b.x
func computeNormal*(a, b, c: Vec3): Vec3 =
result = cross(c - b, b - a).normalize()
cross(c - b, b - a).normalize()
func dot*(a: Vec3, b: Vec3): float32 =
a.x*b.x + a.y*b.y + a.z*b.z
func dir*(at: Vec3, to: Vec3): Vec3 =
result = (at - to).normalize()
(at - to).normalize()
func dist*(at: Vec3, to: Vec3): float32 =
(at - to).length
@ -302,7 +315,7 @@ func quantize*(v: Vec3, n: float32): Vec3 =
func angleBetween*(a, b: Vec3): float32 =
var dot = dot(a, b)
dot = dot / (a.length * b.length)
return arccos(dot)
arccos(dot)
func `[]`*(a: Vec3, i: int): float32 =
assert(i == 0 or i == 1 or i == 2)
@ -342,7 +355,7 @@ func zy*(a: Vec3): Vec2 =
func almostEquals*(a, b: Vec3, precision = 1e-6): bool =
let c = a - b
return abs(c.x) < precision and abs(c.y) < precision and abs(c.z) < precision
abs(c.x) < precision and abs(c.y) < precision and abs(c.z) < precision
proc randVec3*(): Vec3 =
## Generates a random unit vector based on
@ -444,6 +457,14 @@ func zero*(a: var Vec4) =
a.z = 0
a.w = 0
func hash*(a: Vec4): Hash =
var h: Hash
h = h !& hash(a.x)
h = h !& hash(a.y)
h = h !& hash(a.z)
h = h !& hash(a.w)
!$h
func xyz*(a: Vec4): Vec3 =
vec3(a.x, a.y, a.z)
@ -473,7 +494,7 @@ func mat3*(a, b, c, d, e, f, g, h, i: float32): Mat3 =
result[8] = i
func mat3*(a: Mat3): Mat3 =
result = a
a
func identity*(a: var Mat3) =
a[0] = 1
@ -613,7 +634,7 @@ func mat4*(v0, v1, v2, v3, v4, v5, v6, v7, v8, v9, v10, v11, v12, v13,
result[15] = v15
func mat4*(a: Mat4): Mat4 =
result = a
a
func identity*(): Mat4 =
result[0] = 1
@ -634,7 +655,7 @@ func identity*(): Mat4 =
result[15] = 1
func mat4*(): Mat4 =
return identity()
identity()
func transpose*(a: Mat4): Mat4 =
result[0] = a[0]
@ -676,7 +697,7 @@ func determinant*(a: Mat4): float32 =
a32 = a[14]
a33 = a[15]
return (
(
a30*a21*a12*a03 - a20*a31*a12*a03 - a30*a11*a22*a03 + a10*a31*a22*a03 +
a20*a11*a32*a03 - a10*a21*a32*a03 - a30*a21*a02*a13 + a20*a31*a02*a13 +
a30*a01*a22*a13 - a00*a31*a22*a13 - a20*a01*a32*a13 + a00*a21*a32*a13 +
@ -846,7 +867,7 @@ func dist*(a, b: Mat4): float32 =
x = a[12] - b[12]
y = a[13] - b[13]
z = a[14] - b[14]
return sqrt(x*x + y*y + z*z)
sqrt(x*x + y*y + z*z)
#[
func translate*(a: Mat4, v: Vec3): Mat4 =
@ -902,7 +923,7 @@ func close*(a: Mat4, b: Mat4): bool =
for i in 0..15:
if abs(a[i] - b[i]) > 0.001:
return false
return true
true
func hrp*(m: Mat4): Vec3 =
var heading, pitch, roll: float32
@ -948,7 +969,7 @@ func perspective*(fovy, aspect, near, far: float32): Mat4 =
var
top = near * tan(fovy*PI / 360.0)
right = top * aspect
return frustum(-right, right, -top, top, near, far)
frustum(-right, right, -top, top, near, far)
func ortho*(left, right, bottom, top, near, far: float32): Mat4 =
var
@ -1050,7 +1071,7 @@ func lookAt*(eye, center, up: Vec3): Mat4 =
result[15] = 1
func toFloat32*(m: Mat4): array[16, float32] =
return [
[
float32 m[00], float32 m[01], float32 m[02], float32 m[03],
float32 m[04], float32 m[05], float32 m[06], float32 m[07],
float32 m[08], float32 m[09], float32 m[10], float32 m[11],
@ -1082,7 +1103,7 @@ func conjugate*(q: Quat): Quat =
result.z = -q.z
func length*(q: Quat): float32 =
return sqrt(
sqrt(
q.w * q.w +
q.x * q.x +
q.y * q.y +
@ -1229,7 +1250,7 @@ func mat4*(q: Quat): Mat4 =
result[15] = 1.0
func recifuncalSqrt*(x: float32): float32 =
return 1.0/sqrt(x)
1.0/sqrt(x)
proc quat*(m: Mat4): Quat =
var
@ -1266,7 +1287,7 @@ proc quat*(m: Mat4): Quat =
echo abs(q.length - 1.0)
assert abs(q.length - 1.0) < 0.001
return q
q
func fromAxisAngle*(axis: Vec3, angle: float32): Quat =
var a = axis.normalize()
@ -1335,13 +1356,13 @@ func rotate*(angle: float32, axis: Vec3): Mat4 =
fromAxisAngle(axis, angle).mat4()
func rotateX*(angle: float32): Mat4 =
return rotate(angle, vec3(1, 0, 0))
rotate(angle, vec3(1, 0, 0))
func rotateY*(angle: float32): Mat4 =
return rotate(angle, vec3(0, 1, 0))
rotate(angle, vec3(0, 1, 0))
func rotateZ*(angle: float32): Mat4 =
return rotate(angle, vec3(0, 0, 1))
rotate(angle, vec3(0, 0, 1))
func scaleMat*(scale: Vec3): Mat4 =
result[0] = scale.x
@ -1350,7 +1371,7 @@ func scaleMat*(scale: Vec3): Mat4 =
result[15] = 1.0
func scaleMat*(scale: float32): Mat4 =
return scaleMat(vec3(scale, scale, scale))
scaleMat(vec3(scale, scale, scale))
type Rect* = object
x*: float32
@ -1416,4 +1437,4 @@ func overlap*(a, b: Rect): bool =
let
xOverlap = between(a.x, b.x, b.x + b.w) or between(b.x, a.x, a.x + a.w)
yOverlap = between(a.y, b.y, b.y + b.h) or between(b.y, a.y, a.y + a.h)
return xOverlap and yOverlap
xOverlap and yOverlap