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MathInterface.cpp
117 lines (104 loc) · 4.76 KB
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MathInterface.cpp
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#include "MathInterface.h"
#include <pybind11/pybind11.h>
#include <pybind11/operators.h>
#include "math/FloatTools.h"
#include "math/AABB.h"
#include "math/Vector2.h"
#include "math/Vector3.h"
#include "math/Vector4.h"
#include "render/Vertex3f.h"
#include "string/convert.h"
namespace script {
// IScriptInterface implementation
void MathInterface::registerInterface(py::module& scope, py::dict& globals)
{
// Add the Vector3 class
py::class_<Vector3> vec3(scope, "Vector3");
vec3.def(py::init<double, double, double>());
vec3.def(py::init<const Vector3&>());
// greebo: Pick the correct overload - this is hard to read, but it is necessary
vec3.def("x", static_cast<double& (Vector3::*)()>(&Vector3::x), py::return_value_policy::reference);
vec3.def("y", static_cast<double& (Vector3::*)()>(&Vector3::y), py::return_value_policy::reference);
vec3.def("z", static_cast<double& (Vector3::*)()>(&Vector3::z), py::return_value_policy::reference);
vec3.def("getLength", &Vector3::getLength);
vec3.def("getLengthSquared", &Vector3::getLengthSquared);
vec3.def("getNormalised", &Vector3::getNormalised);
vec3.def("normalise", &Vector3::normalise);
vec3.def("getInversed", &Vector3::getInversed);
vec3.def("dot", &Vector3::dot<double>);
vec3.def("angle", &Vector3::angle<double>);
vec3.def("crossProduct", &Vector3::crossProduct<double>);
vec3.def("isParallel", &Vector3::isParallel<double>);
// Most important operators
vec3.def(py::self + py::self); // __add__
vec3.def(py::self - py::self); // __sub__
vec3.def(py::self += py::self); // __iadd__
vec3.def(py::self -= py::self); // __isub__
vec3.def(py::self < py::self); // __lt__
vec3.def("__repr__", [](const Vector3& vec)
{
return "(" + string::to_string(vec.x()) + " " + string::to_string(vec.y()) +
" " + string::to_string(vec.z()) + ")";
});
// Register Vertex3f, which extends Vector3
py::class_<Vertex3f, Vector3> vertex3f(scope, "Vertex3f");
vertex3f.def(py::init<>());
vertex3f.def(py::init<const Vector3&>());
vertex3f.def(py::init<double, double, double>());
// Add the Vector2 class
py::class_<Vector2> vec2(scope, "Vector2");
vec2.def(py::init<double, double>());
vec2.def(py::init<const Vector2&>());
// greebo: Pick the correct overload - this is hard to read, but it is necessary
vec2.def("x", static_cast<double& (Vector2::*)()>(&Vector2::x), py::return_value_policy::reference);
vec2.def("y", static_cast<double& (Vector2::*)()>(&Vector2::y), py::return_value_policy::reference);
vec2.def("getLength", &Vector2::getLength);
vec2.def("getLengthSquared", &Vector2::getLengthSquared);
vec2.def("dot", &Vector2::dot<double>);
vec2.def("crossProduct", &Vector2::crossProduct<double>);
// Most important operators
vec2.def(py::self + py::self); // __add__
vec2.def(py::self - py::self); // __sub__
vec2.def(py::self += py::self);
vec2.def(py::self -= py::self);
vec2.def(py::self < py::self); // __lt__
vec2.def("__repr__", [](const Vector2& vec)
{
return "(" + string::to_string(vec.x()) + " " + string::to_string(vec.y()) + ")";
});
// Add the Vector4 class
py::class_<Vector4> vec4(scope, "Vector4");
vec4.def(py::init<double, double, double, double>());
vec4.def(py::init<const Vector4&>());
// greebo: Pick the correct overload - this is hard to read, but it is necessary
vec4.def("x", static_cast<double& (Vector4::*)()>(&Vector4::x), py::return_value_policy::reference);
vec4.def("y", static_cast<double& (Vector4::*)()>(&Vector4::y), py::return_value_policy::reference);
vec4.def("z", static_cast<double& (Vector4::*)()>(&Vector4::z), py::return_value_policy::reference);
vec4.def("w", static_cast<double& (Vector4::*)()>(&Vector4::w), py::return_value_policy::reference);
vec4.def("getVector3", static_cast<Vector3& (Vector4::*)()>(&Vector4::getVector3), py::return_value_policy::reference);
vec4.def("getProjected", &Vector4::getProjected);
vec4.def("dot", &Vector4::dot<double>);
// Most important operators
vec4.def(py::self + py::self); // __add__
vec4.def(py::self - py::self); // __sub__
vec4.def(py::self += py::self);
vec4.def(py::self -= py::self);
vec4.def("__repr__", [](const Vector4& vec)
{
return "(" + string::to_string(vec.x()) + " " + string::to_string(vec.y()) + " " +
string::to_string(vec.z()) + " " + string::to_string(vec.w()) + ")";
});
// Add the Vector4 and Quaternion with the same interface
scope.add_object("Quaternion", vec4);
// Declare AABB to python
py::class_<AABB> aabb(scope, "AABB");
aabb.def(py::init<>());
aabb.def(py::init<const Vector3&, const Vector3&>());
aabb.def_readwrite("origin", &AABB::origin);
aabb.def_readwrite("extents", &AABB::extents);
aabb.def("isValid", &AABB::isValid);
aabb.def("getRadius", &AABB::getRadius);
aabb.def("includePoint", &AABB::includePoint);
aabb.def("includeAABB", &AABB::includeAABB);
}
} // namespace script