Implement hash proc for Godot types

This commit is contained in:
Ruslan Mustakov 2018-06-04 11:23:23 +07:00
commit 76de026b4f
15 changed files with 139 additions and 38 deletions

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@ -1,5 +1,8 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector3
import internal.godotinternaltypes, internal.godotstrings
import godotcoretypes, gdnativeapi
@ -9,6 +12,9 @@ proc initAABB*(pos, size: Vector3): AABB {.inline.} =
proc `$`*(self: AABB): string {.inline.} =
$getGDNativeAPI().aabbAsString(self)
proc hash*(self: AABB): Hash {.inline.} =
!$(self.position.hash() !& self.size.hash())
proc area*(self: AABB): float32 {.inline.} =
getGDNativeAPI().aabbGetArea(self)

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@ -1,6 +1,7 @@
# Copyright (c) 2018 Xored Software, Inc.
import math
import math, hashes
import godotbase, vector3, quats
import godotcoretypes
@ -201,6 +202,9 @@ proc `$`*(self: Basis): string {.inline.} =
result.add(", ")
result.add($self[i][j])
proc hash*(self: Basis): Hash {.inline.} =
!$(self.elements[0].hash() !& self.elements[1].hash() !& self.elements[2].hash())
template cofac(row1, col1, row2, col2: int): float32 =
self.elements[row1][col1] * self.elements[row2][col2] -
self.elements[row1][col2] * self.elements[row2][col1]

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@ -1,5 +1,7 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import godotcoretypes, gdnativeapi
proc initColor*(r, g, b: float32; a: float32 = 1.0'f32): Color {.inline.} =
@ -33,6 +35,9 @@ proc `$`*(self: Color): string {.inline.} =
result.add(", ")
result.add($self.a)
proc hash*(self: Color): Hash {.inline.} =
!$(self.r.hash() !& self.g.hash() !& self.b.hash() !& self.a.hash())
proc toHex(val: float32, target: var string, targetIdx: int) =
let val = clamp(int(val * 255), 0, 255)
let nums = [(val and 0xF0) shr 4, val and 0xF]

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@ -33,15 +33,15 @@ proc isEmpty*(self: Dictionary): bool {.inline.} =
proc clear*(self: Dictionary) {.inline.} =
self.godotDictionary.clear()
proc hash*(self: Dictionary): Hash {.inline.} =
hash(self.godotDictionary.godotHash())
import variants, arrays
proc newVariant*(dict: Dictionary): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant[], dict.godotDictionary)
proc asDictionary*(self: Variant): Dictionary {.inline.} =
newDictionary(self.godotVariant[].asGodotDictionary)
proc contains*(self: Dictionary; key: Variant): bool {.inline.}=
self.godotDictionary.contains(key.godotVariant[])
@ -51,9 +51,6 @@ proc contains*(self: Dictionary; keys: Array): bool {.inline.} =
proc del*(self: Dictionary; key: Variant) {.inline.} =
self.godotDictionary.del(key.godotVariant[])
proc hash*(self: Dictionary): Hash {.inline.} =
hash(self.godotDictionary.godotHash())
proc keys*(self: Dictionary): Array {.inline.} =
newArray(self.godotDictionary.keys())

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@ -1,5 +1,7 @@
# Copyright 2018 Xored Software, Inc.
import hashes
import internal.godotinternaltypes, internal.godotnodepaths,
internal.godotstrings
@ -32,6 +34,9 @@ proc `$`*(self: NodePath): string {.inline.} =
result = $s
s.deinit()
proc hash*(self: NodePath): Hash {.inline.} =
($self).hash()
proc isAbsolute*(self: NodePath): bool {.inline.} =
self.path.isAbsolute()

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@ -1,5 +1,7 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector3
import internal.godotinternaltypes, internal.godotstrings
@ -20,6 +22,9 @@ proc initPlane*(normal: Vector3; d: float32): Plane {.inline.} =
proc `$`*(self: Plane): string {.inline.} =
$getGDNativeAPI().planeAsString(self)
proc hash*(self: Plane): Hash {.inline, noinit.} =
!$(self.normal.hash() !& self.d.hash())
proc normalized*(self: Plane): Plane {.inline.} =
getGDNativeAPI().planeNormalized(self)

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@ -1,8 +1,11 @@
# Copyright 2018 Xored Software, Inc.
import hashes
import godotcoretypes
import internal.godotinternaltypes, internal.godotpoolarrays,
internal.godotstrings
import vector2, vector3, colors
template definePoolArrayBase(T, GodotT, DataT, fieldName, newProcName,
initProcName) =
@ -83,6 +86,11 @@ template definePoolArray(T, GodotT, DataT, fieldName, newProcName, initProcName;
for pair in arr.fieldName.mpairs:
yield (pair[0].int, pair[1])
proc hash*(arr: T): Hash =
for item in arr.items():
result = result !& item.hash()
result = !$result
definePoolArrayBase(PoolByteArray, GodotPoolByteArray, uint8,
godotPoolByteArray, newPoolByteArray,
initGodotPoolByteArray)
@ -156,3 +164,8 @@ iterator items*(arr: PoolStringArray): string =
iterator pairs*(arr: PoolStringArray): tuple[key: int, val: string] =
for i in 0..<arr.len:
yield (i, arr[i])
proc hash*(arr: PoolStringArray): Hash =
for s in arr:
result = result !& s.hash()
result = !$result

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@ -1,5 +1,7 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import internal.godotinternaltypes, internal.godotstrings
import godotcoretypes, gdnativeapi
@ -17,6 +19,9 @@ proc initQuat*(axis: Vector3; angle: float32): Quat {.inline.} =
proc `$`*(self: Quat): string {.inline.} =
$getGDNativeAPI().quatAsString(self)
proc hash*(self: Quat): Hash {.inline.} =
!$(self.x.hash() !& self.y.hash() !& self.z.hash() !& self.w.hash())
proc length*(self: Quat): float32 {.inline.} =
getGDNativeAPI().quatLength(self)

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@ -1,5 +1,7 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import vector2
import internal.godotinternaltypes, internal.godotstrings
import godotcoretypes, gdnativeapi
@ -15,9 +17,12 @@ proc initRect2*(pos, size: Vector2): Rect2 {.inline, noinit.} =
proc initRect2*(x, y, sizeX, sizeY: float32): Rect2 {.inline, noinit.} =
Rect2(position: vec2(x, y), size: vec2(sizeX, sizeY))
proc `$`*(self: Rect2): string {.inline.} =
proc `$`*(self: Rect2): string {.inline, noinit.} =
$getGDNativeAPI().rect2AsString(self)
proc hash*(self: Rect2): Hash {.inline, noinit.} =
!$(self.position.hash() !& self.size.hash())
proc area*(self: Rect2): float32 {.inline, noinit.} =
self.size.x * self.size.y

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@ -1,5 +1,7 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import godotcoretypes, internal.godotinternaltypes, gdnativeapi
proc initRID*(): RID {.inline.} =
@ -14,6 +16,9 @@ proc id*(self: RID): uint32 {.inline.} =
proc `$`*(self: RID): string {.inline.} =
$self.id
proc hash*(self: RID): Hash {.inline.} =
self.id.hash()
proc `==`*(a, b: RID): bool {.inline.} =
getGDNativeAPI().ridOperatorEqual(a, b)

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@ -1,5 +1,7 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes, vector2
import internal.godotinternaltypes, internal.godotstrings
import godotcoretypes, gdnativeapi
@ -15,6 +17,9 @@ proc initTransform2D*(xAxis, yAxis, origin: Vector2): Transform2D {.inline.} =
proc `$`*(self: Transform2D): string {.inline.} =
$getGDNativeAPI().transform2DAsString(self)
proc hash*(self: Transform2D): Hash {.inline, noinit.} =
!$(self.elements[0].hash() !& self.elements[1].hash() !& self.elements[2].hash())
proc inverse*(self: Transform2D): Transform2D {.inline.} =
getGDNativeAPI().transform2DInverse(self)

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@ -1,8 +1,10 @@
# Copyright (c) 2018 Xored Software, Inc.
import hashes
import internal.godotinternaltypes, internal.godotstrings
import godotcoretypes, gdnativeapi
import basis
import basis, vector3
proc initTransform*(): Transform {.inline.} =
result.basis = initBasis()
@ -21,6 +23,9 @@ proc initTransform*(basis: Basis, origin: Vector3): Transform {.inline.} =
proc `$`*(self: Transform): string {.inline.} =
$getGDNativeAPI().transformAsString(self)
proc hash*(self: Transform): Hash {.inline.} =
!$(self.basis.hash() !& self.origin.hash())
proc inverse*(self: Transform): Transform {.inline.} =
getGDNativeAPI().transformInverse(self)

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@ -1,4 +1,4 @@
import tables
import tables, hashes
import godotcoretypes
import internal.godotinternaltypes, internal.godotvariants,
@ -140,7 +140,7 @@ proc newVariant*(obj: ptr GodotObject): Variant {.inline.} =
new(result, variantFinalizer)
initGodotVariant(result.godotVariant, obj)
import arrays, poolarrays
import arrays, poolarrays, dictionaries
proc newVariant*(arr: Array): Variant {.inline.} =
new(result, variantFinalizer)
@ -177,81 +177,116 @@ proc newVariant*(pca: PoolColorArray): Variant {.inline.} =
proc asBool*(self: Variant): bool {.inline.} =
self.godotVariant.asBool()
proc asUInt*(self: Variant): uint64 =
proc asUInt*(self: Variant): uint64 {.inline.} =
self.godotVariant.asUInt()
proc asInt*(self: Variant): int64 =
proc asInt*(self: Variant): int64 {.inline.} =
self.godotVariant.asInt()
proc asReal*(self: Variant): cdouble =
proc asReal*(self: Variant): cdouble {.inline.} =
self.godotVariant.asReal()
proc asString*(self: Variant): string =
proc asString*(self: Variant): string {.inline.} =
$self
proc asVector2*(self: Variant): Vector2 =
proc asVector2*(self: Variant): Vector2 {.inline.} =
self.godotVariant.asVector2()
proc asRect2*(self: Variant): Rect2 =
proc asRect2*(self: Variant): Rect2 {.inline.} =
self.godotVariant.asRect2()
proc asVector3*(self: Variant): Vector3 =
proc asVector3*(self: Variant): Vector3 {.inline.} =
self.godotVariant.asVector3()
proc asTransform2D*(self: Variant): Transform2D =
proc asTransform2D*(self: Variant): Transform2D {.inline.} =
self.godotVariant.asTransform2D()
proc asPlane*(self: Variant): Plane =
proc asPlane*(self: Variant): Plane {.inline.} =
self.godotVariant.asPlane()
proc asQuat*(self: Variant): Quat =
proc asQuat*(self: Variant): Quat {.inline.} =
self.godotVariant.asQuat()
proc asAABB*(self: Variant): AABB =
proc asAABB*(self: Variant): AABB {.inline.} =
self.godotVariant.asAABB()
proc asBasis*(self: Variant): Basis =
proc asBasis*(self: Variant): Basis {.inline.} =
self.godotVariant.asBasis()
proc asTransform*(self: Variant): Transform =
proc asTransform*(self: Variant): Transform {.inline.} =
self.godotVariant.asTransform()
proc asColor*(self: Variant): Color =
proc asColor*(self: Variant): Color {.inline.} =
self.godotVariant.asColor()
proc asNodePath*(self: Variant): NodePath =
proc asNodePath*(self: Variant): NodePath {.inline.} =
result = newNodePath(self.godotVariant.asNodePath())
proc asRID*(self: Variant): RID =
proc asRID*(self: Variant): RID {.inline.} =
self.godotVariant.asRID()
proc asGodotObject*(self: Variant): ptr GodotObject =
proc asGodotObject*(self: Variant): ptr GodotObject {.inline.} =
self.godotVariant.asGodotObject()
proc asArray*(self: Variant): Array =
proc asDictionary*(self: Variant): Dictionary {.inline.} =
newDictionary(self.godotVariant.asGodotDictionary())
proc asArray*(self: Variant): Array {.inline.} =
newArray(self.godotVariant.asGodotArray())
proc asPoolByteArray*(self: Variant): PoolByteArray =
proc asPoolByteArray*(self: Variant): PoolByteArray {.inline.} =
newPoolByteArray(self.godotVariant.asGodotPoolByteArray())
proc asPoolIntArray*(self: Variant): PoolIntArray =
proc asPoolIntArray*(self: Variant): PoolIntArray {.inline.} =
newPoolIntArray(self.godotVariant.asGodotPoolIntArray())
proc asPoolRealArray*(self: Variant): PoolRealArray =
proc asPoolRealArray*(self: Variant): PoolRealArray {.inline.} =
newPoolRealArray(self.godotVariant.asGodotPoolRealArray())
proc asPoolStringArray*(self: Variant): PoolStringArray =
proc asPoolStringArray*(self: Variant): PoolStringArray {.inline.} =
newPoolStringArray(self.godotVariant.asGodotPoolStringArray())
proc asPoolVector2Array*(self: Variant): PoolVector2Array =
proc asPoolVector2Array*(self: Variant): PoolVector2Array {.inline.} =
newPoolVector2Array(self.godotVariant.asGodotPoolVector2Array())
proc asPoolVector3Array*(self: Variant): PoolVector3Array =
proc asPoolVector3Array*(self: Variant): PoolVector3Array {.inline.} =
newPoolVector3Array(self.godotVariant.asGodotPoolVector3Array())
proc asPoolColorArray*(self: Variant): PoolColorArray =
proc asPoolColorArray*(self: Variant): PoolColorArray {.inline.} =
newPoolColorArray(self.godotVariant.asGodotPoolColorArray())
proc hash*(self: Variant): Hash =
proc objectHash(obj: ptr GodotObject): Hash =
if not obj.isNil: cast[int](obj).hash() else: 0.hash()
result = case self.getType():
of VariantType.Nil: Hash(0)
of VariantType.Bool: self.asBool().hash()
of VariantType.Int: self.asInt().hash()
of VariantType.Real: self.asReal().hash()
of VariantType.String: self.asString().hash()
of VariantType.Vector2: self.asVector2().hash()
of VariantType.Rect2: self.asRect2().hash()
of VariantType.Vector3: self.asVector3().hash()
of VariantType.Transform2D: self.asTransform2D().hash()
of VariantType.Plane: self.asPlane().hash()
of VariantType.Quat: self.asQuat().hash()
of VariantType.AABB: self.asAABB().hash()
of VariantType.Basis: self.asBasis().hash()
of VariantType.Transform: self.asTransform().hash()
of VariantType.Color: self.asColor().hash()
of VariantType.NodePath: self.asNodePath().hash()
of VariantType.RID: self.asRID().hash()
of VariantType.Object: self.asGodotObject().objectHash()
of VariantType.Dictionary: self.asDictionary().hash()
of VariantType.Array: self.asArray().hash()
of VariantType.PoolByteArray: self.asPoolByteArray().hash()
of VariantType.PoolIntArray: self.asPoolIntArray().hash()
of VariantType.PoolRealArray: self.asPoolRealArray().hash()
of VariantType.PoolStringArray: self.asPoolStringArray().hash()
of VariantType.PoolVector2Array: self.asPoolVector2Array().hash()
of VariantType.PoolVector3Array: self.asPoolVector3Array().hash()
of VariantType.PoolColorArray: self.asPoolColorArray().hash()
proc hasMethod*(self: Variant; meth: string): bool =
var s = meth.toGodotString()
result = self.godotVariant.hasMethod(s)

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@ -1,6 +1,6 @@
# Copyright (c) 2018 Xored Software, Inc.
import math, godotbase
import math, godotbase, hashes
import internal.godotinternaltypes, internal.godotstrings
import godotcoretypes, gdnativeapi
@ -16,6 +16,9 @@ proc vec2*(x, y: float32): Vector2 {.inline, noinit.} =
proc `$`*(self: Vector2): string {.inline, noinit.} =
$getGDNativeAPI().vector2AsString(self)
proc hash*(self: Vector2): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash())
proc `+`*(self, other: Vector2): Vector2 {.inline, noinit.} =
Vector2(x: self.x + other.x, y: self.y + other.y)

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@ -1,6 +1,6 @@
# Copyright (c) 2018 Xored Software, Inc.
import math
import math, hashes
import godotbase, godotcoretypes
{.push stackTrace: off.}
@ -21,6 +21,9 @@ proc `$`*(self: Vector3): string {.inline.} =
result.add($self.z)
result.add(')')
proc hash*(self: Vector3): Hash {.inline, noinit.} =
!$(self.x.hash() !& self.y.hash() !& self.z.hash())
proc `+`*(a, b: Vector3): Vector3 {.inline.} =
result.x = a.x + b.x
result.y = a.y + b.y