1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112
|
#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("dot", &Vector3::dot);
vec3.def("angle", &Vector3::angle);
vec3.def("crossProduct", &Vector3::cross);
// 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 Vertex3, which is an alias of Vector3
scope.add_object("Vertex3", vec3);
// 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", &Vector4::getVector3);
vec4.def("getProjected", &Vector4::getProjected);
vec4.def("dot", &Vector4::dot);
// 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
|