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[modified] optimised vec3 swizzling
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vec3.lua
49
vec3.lua
@ -343,39 +343,48 @@ end
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--swizzle extraction
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--not as nice as property accessors so might be worth doing that later :)
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--also dog slow, so there's that
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local _swizzle_x_byte = ("x"):byte()
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local _swizzle_y_byte = ("y"):byte()
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local _swizzle_z_byte = ("z"):byte()
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local _allowed_swizzle = {
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x = true,
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y = true,
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z = true,
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[_swizzle_x_byte] = "x",
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[_swizzle_y_byte] = "y",
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[_swizzle_z_byte] = "z",
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}
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function vec3:extract_single(swizzle)
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if _allowed_swizzle[swizzle] then
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return self[swizzle]
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function vec3:encode_swizzle_field(swizzle)
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if type(swizzle) == "string" then
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swizzle = swizzle:byte()
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end
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return 0
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return _allowed_swizzle[swizzle] or "x"
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end
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function vec3:extract_single(swizzle)
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return self[self:encode_swizzle_field(swizzle)]
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end
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function vec3:infuse_single(swizzle, v)
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if _allowed_swizzle[swizzle] then
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self[swizzle] = v
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end
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self[self:encode_swizzle_field(swizzle)] = v
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return self
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end
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function vec3:extract_vec2(swizzle, into)
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if not into then into = vec2:zero() end
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local x = self:extract_single(swizzle:sub(1, 1))
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local y = self:extract_single(swizzle:sub(2, 2))
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local x = self:extract_single(swizzle:byte(1))
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local y = self:extract_single(swizzle:byte(2))
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return into:sset(x, y)
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end
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function vec3:infuse_vec2(swizzle, v)
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self:infuse_single(swizzle:sub(1, 1), v.x)
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self:infuse_single(swizzle:sub(2, 2), v.y)
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self:infuse_single(swizzle:byte(1), v.x)
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self:infuse_single(swizzle:byte(2), v.y)
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return self
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end
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--rotate around a swizzle
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--todo: angle-axis version
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function vec3:rotatei(swizzle, angle)
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local v = vec2:pooled()
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self:extract_vec2(swizzle, v)
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@ -428,16 +437,12 @@ function vec3:inverse()
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return self:copy():inversei()
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end
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function vec3:rotate(angle)
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return self:copy():rotatei(angle)
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function vec3:rotate(swizzle, angle)
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return self:copy():rotatei(swizzle, angle)
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end
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function vec3:rot90r()
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return self:copy():rot90ri()
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end
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function vec3:rot90l()
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return self:copy():rot90li()
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function vec3:rotate_euler(angle_x_axis, angle_y_axis, angle_z_axis)
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return self:copy():rotate_euleri(angle_x_axis, angle_y_axis, angle_z_axis)
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end
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vec3.rot180 = vec3.inverse --alias
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