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https://bitbucket.org/King_DuckZ/jumping-in-d.git
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Start adding some basic collision primitives.
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parent
c51fdd7483
commit
71c4f0f089
6 changed files with 216 additions and 3 deletions
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@ -18,6 +18,9 @@ add_executable(${PROJECT_NAME}
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src/texture.d
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src/gameobjjumping.d
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src/vector.d
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src/collisionline.d
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src/rect.d
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src/collidingentity.d
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lib/DerelictSDL2/source/derelict/sdl2/functions.d
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lib/DerelictSDL2/source/derelict/sdl2/image.d
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41
src/collidingentity.d
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41
src/collidingentity.d
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@ -0,0 +1,41 @@
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/* Copyright 2015, Michele Santullo
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* This file is part of "Jumping in D".
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*
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* "Jumping in D" is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* "Jumping in D" is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with "Jumping in D". If not, see <http://www.gnu.org/licenses/>.
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*/
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module collidingentity;
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import collisionline;
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struct CollidingEntity {
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@property ref const(CollisionQuad) current() const { return m_current; }
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ref CollidingEntity opOpAssign(string op)(ref const(vec2) parOffset) {
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static if ("+" == op || "-" == op) {
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m_offs = parOffset;
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mixin("m_current.left "~op~"= parOffset;");
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mixin("m_current.top "~op~"= parOffset;");
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mixin("m_current.right "~op~"= parOffset;");
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mixin("m_current.bottom "~op~"= parOffset;");
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return this;
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}
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else {
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static assert(false, "No CollidingEntity::operator"~op~" available");
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}
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}
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private:
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CollisionQuad m_current;
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vec2 m_offs;
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}
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65
src/collisionline.d
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65
src/collisionline.d
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@ -0,0 +1,65 @@
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/* Copyright 2015, Michele Santullo
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* This file is part of "Jumping in D".
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*
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* "Jumping in D" is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* "Jumping in D" is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with "Jumping in D". If not, see <http://www.gnu.org/licenses/>.
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*/
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module collisionline;
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public import vector : Vector;
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import rect : Rect;
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alias vec2 = Vector!(float, 2);
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struct CollisionLine {
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this (in vec2 parA, in vec2 parB) {
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m_from = parA;
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m_to = parB;
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assert(m_from != m_to);
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}
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@property ref const(vec2) from() const { return m_from; }
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@property ref const(vec2) to() const { return m_to; }
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//This is how you provide your own operator+= and operator-= in D
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ref CollisionLine opOpAssign(string op)(ref const(vec2) parOffset) {
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static if ("+" == op || "-" == op) {
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mixin("m_from "~op~"= parOffset;");
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mixin("m_to "~op~"= parOffset;");
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return this;
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}
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else {
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static assert(false, "No CollisionLine::operator"~op~" available");
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}
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}
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private:
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vec2 m_from;
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vec2 m_to;
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}
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struct CollisionQuad {
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Rect!CollisionLine m_lines;
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//Structs don't have inheritance, but you can achieve the same with:
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alias m_lines this;
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}
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bool collides (CollisionLine parLine, CollisionLine parLine1, vec2 parOffs, out vec2 parPoint) {
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parPoint = vec2(0.0f);
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return false;
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}
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bool collides (CollisionQuad parQuad, CollisionQuad parQuad1, vec2 parOffs, out vec2 parPoint) {
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return false;
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}
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@ -20,9 +20,8 @@ public import gameobj;
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import derelict.sdl2.sdl;
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import texture;
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import std.stdio;
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import vector : Vector;
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alias vec2 = Vector!(float, 2);
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import collisionline;
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import collidingentity : CollidingEntity;
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//This is one possible game scene. It will draw a texture on the screen
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//and it will report user wants to quit if you press the close button in the
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@ -74,6 +73,17 @@ class GameObjJumping : GameObj {
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//This is the function that is called at every frame. It represents the
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//main loop's body.
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override void exec() {
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//Move the sprite around (note that we store the original position)
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vec2 offs = vec2(0.0f);
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m_coll_sprite += offs;
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//Check for collision between our sprite and the screen edges
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//vec2 collision_point;
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//if (m_coll_sprite.collides(m_coll_screen, collision_point)) {
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//assert(false); //not implemented
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//}
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//Draw the sprite
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SDL_RenderClear(renderer());
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m_texture.draw();
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SDL_RenderPresent(renderer());
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@ -86,6 +96,8 @@ class GameObjJumping : GameObj {
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private:
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Texture m_texture;
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CollisionQuad m_coll_screen;
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CollidingEntity m_coll_sprite;
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bool m_wants_to_quit;
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}
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53
src/rect.d
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53
src/rect.d
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@ -0,0 +1,53 @@
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/* Copyright 2015, Michele Santullo
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* This file is part of "Jumping in D".
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*
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* "Jumping in D" is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* "Jumping in D" is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with "Jumping in D". If not, see <http://www.gnu.org/licenses/>.
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*/
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module rect;
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import std.traits : isNumeric, isAssignable;
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struct Rect(T) {
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this (in T parLeft, in T parTop, in T parRight, in T parBottom) {
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m_left = parLeft;
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m_top = parTop;
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m_right = parRight;
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m_bottom = parBottom;
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}
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@property ref inout(T) left() inout { return m_left; }
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@property ref inout(T) top() inout { return m_top; }
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@property ref inout(T) right() inout { return m_right; }
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@property ref inout(T) bottom() inout { return m_bottom; }
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static if (isAssignable!T) {
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@property ref T left(in T parLeft) { return m_left = parLeft; }
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@property ref T top(in T parTop) { return m_top = parTop; }
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@property ref T right(in T parRight) { return m_right = parRight; }
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@property ref T bottom(in T parBottom) { return m_bottom = parBottom; }
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}
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static if (isNumeric!T) {
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@property diff_t width() const { return m_right - m_left; }
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@property diff_t height() const { return m_bottom - m_top; }
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}
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private:
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static if (isNumeric!T) {
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alias diff_t = typeof(m_right - m_left);
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}
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T m_left;
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T m_top;
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T m_right;
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T m_bottom;
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}
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39
src/vector.d
39
src/vector.d
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@ -34,6 +34,39 @@ struct Vector(T, int N) {
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fill(m_data[], parInit[0]);
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}
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//Define mathematical operators
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//Note the use of auto ref. This is only allowed in function templates, and
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//instructs the compiler to generate a byref and byvalue version of the same
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//function. It is necessary to have a byvalue function; if you don't provide
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//one, the following code: v += Vector!(int, 2)(1, 2);
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//won't compile as the temporary created on the rhs can't be bound to a
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//const ref in D.
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ref Vector!(T,N) opOpAssign(string op)(auto ref const(Vector!(T,N)) parOther) {
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for (int z = 0; z < N; ++z) {
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mixin("m_data[z] "~op~"= parOther.m_data[z];");
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}
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return this;
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}
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ref Vector!(T,N) opOpAssign(string op)(T parOther) {
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for (int z = 0; z < N; ++z) {
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mixin("m_data[z] "~op~"= parOther;");
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}
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return this;
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}
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Vector!(T,N) opBinary(string op)(Vector!(T,N) parOther) {
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for (int z = 0; z < N; ++z) {
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mixin("parOther.m_data[z] = m_data[z] "~op~" parOther.m_data[z];");
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}
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return parOther;
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}
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Vector!(T,N) opBinary(string op)(T parOther) {
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auto retval = Vector!(T,N)(this);
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for (int z = 0; z < N; ++z) {
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mixin("retval "~op~"= parOther;");
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}
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return parOther;
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}
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//Define x, y, z, w accessors. Vectors larger than 4 elements won't have any
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//of those.
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static if (N <= 4) {
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assert(Vector!(int, 2)(3, 0) == v2.x0);
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assert(Vector!(int, 2)(4, 0) == v2.y0);
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assert(Vector!(int, 3)(5, 4, 3) == v2.zyx);
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v2 += Vector!(int, 4)(1, 2, 3, 4);
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assert(4 == v2.x);
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assert(6 == v2.y);
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assert(8 == v2.z);
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assert(10 == v2.w);
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}
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