Object libraries like Vector2 optimizations.

This commit is contained in:
jussi
2024-04-17 00:35:58 +03:00
parent 41b6739824
commit 70b40f6782
31 changed files with 527 additions and 370 deletions

View File

@@ -13,19 +13,19 @@ local metatable = {
return "{"..tostring( q.x )..", "..tostring( q.y )..", "..tostring( q.z )..", "..tostring( q.w ).."}"
end,
__add = function( q1, q2 )
return Quaternion:new( RL.QuaternionAdd( q1, q2 ) )
return Quaternion:newT( RL.QuaternionAdd( q1, q2 ) )
end,
__sub = function( q1, q2 )
return Quaternion:new( RL.QuaternionSubtract( q1, q2 ) )
return Quaternion:newT( RL.QuaternionSubtract( q1, q2 ) )
end,
__mul = function( q1, q2 )
return Quaternion:new( RL.QuaternionMultiply( q1, q2 ) )
return Quaternion:newT( RL.QuaternionMultiply( q1, q2 ) )
end,
__div = function( q1, q2 )
return Quaternion:new( RL.QuaternionDivide( q1, q2 ) )
return Quaternion:newT( RL.QuaternionDivide( q1, q2 ) )
end,
__unm = function( q )
return Quaternion:new( RL.QuaternionInvert( q ) )
return Quaternion:newT( RL.QuaternionInvert( q ) )
end,
__len = function()
return 4
@@ -39,33 +39,33 @@ local metatable = {
}
function Quaternion:new( x, y, z, w )
if type( x ) == "table" then
x, y, z, w = table.unpack( x )
elseif type( x ) == "nil" then
x, y, z, w = 0, 0, 0, 1 -- QuaternionIdentity.
end
local object = setmetatable( {}, metatable )
object.x = x
object.y = y
object.z = z
object.w = w
object.x = x or 0
object.y = y or 0
object.z = z or 0
object.w = w or 1
return object
end
function Quaternion:newT( t )
local object = setmetatable( {}, metatable )
object.x, object.y, object.z, object.w = table.unpack( t )
return object
end
function Quaternion:set( x, y, z, w )
if type( x ) == "table" then
x, y, z, w = table.unpack( x )
elseif type( x ) == "nil" then
x, y, z, w = 0, 0, 0, 1 -- QuaternionIdentity.
end
self.x = x or 0
self.y = y or 0
self.z = z or 0
self.w = w or 1
end
self.x = x
self.y = y
self.z = z
self.w = w
function Quaternion:setT( t )
self.x, self.y, self.z, self.w = table.unpack( t )
end
function Quaternion:arr()
@@ -81,15 +81,15 @@ function Quaternion:clone()
end
function Quaternion:addValue( value )
return Quaternion:new( RL.QuaternionAddValue( self, value ) )
return Quaternion:newT( RL.QuaternionAddValue( self, value ) )
end
function Quaternion:subValue( value )
return Quaternion:new( RL.QuaternionSubtractValue( self, value ) )
return Quaternion:newT( RL.QuaternionSubtractValue( self, value ) )
end
function Quaternion:identity()
return Quaternion:new( RL.QuaternionIdentity() )
return Quaternion:newT( RL.QuaternionIdentity() )
end
function Quaternion:length()
@@ -97,88 +97,103 @@ function Quaternion:length()
end
function Quaternion:normalize()
return Quaternion:new( RL.QuaternionNormalize( self ) )
return Quaternion:newT( RL.QuaternionNormalize( self ) )
end
function Quaternion:invert()
return Quaternion:new( RL.QuaternionInvert( self ) )
return Quaternion:newT( RL.QuaternionInvert( self ) )
end
function Quaternion:scale( scalar )
return Quaternion:new( RL.QuaternionScale( self, scalar ) )
return Quaternion:newT( RL.QuaternionScale( self, scalar ) )
end
function Quaternion:lerp( q2, value )
return Quaternion:new( RL.QuaternionLerp( self, q2, value ) )
return Quaternion:newT( RL.QuaternionLerp( self, q2, value ) )
end
function Quaternion:nLerp( q2, value )
return Quaternion:new( RL.QuaternionNLerp( self, q2, value ) )
return Quaternion:newT( RL.QuaternionNLerp( self, q2, value ) )
end
function Quaternion:sLerp( q2, value )
return Quaternion:new( RL.QuaternionSLerp( self, q2, value ) )
return Quaternion:newT( RL.QuaternionSLerp( self, q2, value ) )
end
function Quaternion:fromVector3ToVector3( from, to )
return Vector3:new( RL.QuaternionFromVector3ToVector3( from, to ) )
return Vector3:newT( RL.QuaternionFromVector3ToVector3( from, to ) )
end
function Quaternion:fromMatrix( mat )
return Quaternion:new( RL.QuaternionFromMatrix( mat ) )
return Quaternion:newT( RL.QuaternionFromMatrix( mat ) )
end
function Quaternion:toMatrix()
return Matrix:new( RL.QuaternionToMatrix( self ) )
return Matrix:newT( RL.QuaternionToMatrix( self ) )
end
function Quaternion:fromAxisAngle( axis, angle )
return Quaternion:new( RL.QuaternionFromAxisAngle( axis, angle ) )
return Quaternion:newT( RL.QuaternionFromAxisAngle( axis, angle ) )
end
function Quaternion:toAxisAngle()
local axis, angle = Quaternion:new( RL.QuaternionToAxisAngle( self ) )
local axis, angle = Quaternion:newT( RL.QuaternionToAxisAngle( self ) )
return Vector3:new( axis ), angle
end
function Quaternion:fromEuler( pitch, yaw, roll )
return Quaternion:new( RL.QuaternionFromEuler( pitch, yaw, roll ) )
return Quaternion:newT( RL.QuaternionFromEuler( pitch, yaw, roll ) )
end
function Quaternion:toEuler()
return Vector3:new( RL.QuaternionToEuler( self ) )
return Vector3:newT( RL.QuaternionToEuler( self ) )
end
function Quaternion:transform( mat )
return Quaternion:new( RL.QuaternionTransform( self, mat ) )
return Quaternion:newT( RL.QuaternionTransform( self, mat ) )
end
function Quaternion:addEq( q2 )
self.x = self.x + q2.x
self.y = self.y + q2.y
self.z = self.z + q2.z
self.w = self.w + q2.w
local TEMP_COUNT = 100
local tempPool = {}
local curTemp = 1
for _ = 1, TEMP_COUNT do
table.insert( tempPool, Quaternion:new( 0, 0, 0, 1 ) )
end
function Quaternion:subEq( q2 )
self.x = self.x - q2.x
self.y = self.y - q2.y
self.z = self.z - q2.z
self.w = self.w - q2.w
-- Uses pre generated objects to avoid "slow" table generation.
function Quaternion:temp( x, y, z, w )
local object = tempPool[ curTemp ]
curTemp = curTemp + 1
if TEMP_COUNT < curTemp then
curTemp = 1
end
object.x = x or 0
object.y = y or 0
object.z = z or 0
object.w = w or 1
return object
end
function Quaternion:mulEq( q2 )
self.x = self.x * q2.x
self.y = self.y * q2.y
self.z = self.z * q2.z
self.w = self.w * q2.w
-- Uses pre generated objects to avoid "slow" table generation.
function Quaternion:tempT( t )
local object = tempPool[ curTemp ]
curTemp = curTemp + 1
if TEMP_COUNT < curTemp then
curTemp = 1
end
object.x, object.y, object.z, object.w = table.unpack( t )
return object
end
function Quaternion:divEq( q2 )
self.x = self.x / q2.x
self.y = self.y / q2.y
self.z = self.z / q2.z
self.w = self.w / q2.w
function Quaternion:getTempId()
return curTemp
end
return Quaternion