sharoz's picture

Add Vector[234]i structs

Project:The Open Toolkit library
Version:1.x-dev
Component:Code
Category:feature request
Priority:minor
Assigned:Unassigned
Status:open
Description

Per Fiddler's suggestion, the struct will be a minimal implementation like Vector[234]h.

The purpose for adding these structs is to make storing and passing shader uniforms consitent for ints and floats.


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Entropy's picture

#1

I've been toying with ideas for a roguelike game recently, written with OpenTK and using OpenGL acceleration, jotting down ideas for program structure (I learnt some valuable lessons about planning the structure FIRST while working on LinkSphere).

I realised that a Vector2i struct would also be pretty useful for specifying entity positions on an x,y grid of discrete squares.

objarni's picture

#2

Entropy: Why don't you create a simple EntityPosition structure/class yourself? The operators can be overloaded in C# so it will be really simple to use.

Entropy's picture

#3

Objarni: Yeah, I've written the bare bones of one (named Vector2i). It does occur to me that my "Length" property (which returns the distance in tiles) isn't really a length at all. I like your suggested name more though, as it's more accurate and properly differentiates between OpenTK's Vector classes and my own.

objarni's picture

#4

There is a distance measure for tiles called "Manhattan distance" (from how far it is to travel with a cab in New York; Manhattan is structured like a grid). It is just the sum of the number of horisontal- and vertical steps one has to take from position A to position B. Maybe that is a more relevant distance in your game, instead of the geometrical distance (pythagorean distance)?

Entropy's picture

#5

Never heard of the term "Manhattan distance", but EntityPosition.Length currently returns the length of the longest (x,y) component. This makes sense within context, as diagonal travel between tiles is possible.

the Fiddler's picture

#6

Status:open» postponed

Postponing until after the 1.0 release.

the Fiddler's picture

#7

Version:0.9.x-dev» 1.x-dev
Priority:normal» minor
Assigned to:sharoz» Anonymous
Status:postponed» open
zahirtezcan's picture

#8

I have got Vector2i and Vector2ui structs derived from Vector2 struct. Derivation method was:
- any existance of Vector2 is replaced by Vector2{u}i and member types are changed accordingly
- obsolete members are removed
- length or normalization methods are removed
- rotation and or transformation functionality is removed
- division is implemented as integer division
- uint version does not contain negation properties (perpendicularX, operator- etc)

if these are OK then i can manipulate 3/4 versions too. If not, lets negotiate:)

AttachmentSize
Vector2ui.cs15.2 KB
Vector2i.cs15.91 KB
the Fiddler's picture

#9

The main question is, do we really need operators for integer vectors? Considering that most methods other than are completely meaningless (e.g. dot product returning an integer), I think it would be best to treat the structures as simple containers like treat half-precision vectors (Vector2h).

What do you think?

If we do this, you'd either have to cast to float/double vectors to perform calculations or use extension methods to add the operators you need directly to the structures. Actually, I think the latter might have been a good design for the whole math namespace (dumb containers + extension methods) but it's a little late for that now.

zahirtezcan's picture

#10

You are right about dot functionality. I was not sure about that when i was pruning functionality. I agree with you about having these as pure containers. However it is nice to have add/subtract methods for offsetting values as if it is a 2D point or size indicator. Or is it more natural to have Point Size Rectangle structures like Drawing namespace?