digitalmars.D.learn - 3d vector struct
- Brenton (40/40) Feb 03 2014 Hi, I'm just getting to know D and so am hoping that someone more
- bearophile (7/14) Feb 03 2014 But I suggest to add pure/nothrow.
- Craig Dillabaugh (27/30) Feb 03 2014 It does make some calculations more straightforward. For example
- Martijn Pot (6/18) Feb 03 2014 Shouldn't these functions be non-member:
- Stanislav Blinov (14/20) Feb 03 2014 Seeing as previous responses skipped over this point:
- Marco Leise (7/12) Feb 06 2014 3 doubles is only one machine word more than an array slice
- Stanislav Blinov (5/12) Feb 07 2014 I know. I also know that people making games are obsessed with
- "Casper =?UTF-8?B?RsOmcmdlbWFuZCI=?= <shorttail gmail.com> (4/8) Feb 07 2014 Wouldn't it make more sense to aim for a float SIMD
- Stanislav Blinov (3/12) Feb 07 2014 It may well be :D
- Francesco Cattoglio (11/12) Feb 04 2014 I know that the "I'm learning the language" factor plays a huge
Hi, I'm just getting to know D and so am hoping that someone more experienced with the language could review this 3d vector struct and my comments below. I'm planning on building a little ray tracer in the next week or so :) struct Vector3d { double x = 0, y = 0, z = 0; void normalize() { double scale = 1.0 / (x * x + y * y + z * z); x *= scale; y *= scale; z *= scale; } double dot(in Vector3d other) inout { return x * other.x + y * other.y + z * other.z; } Vector3d cross(in Vector3d other) inout { const Vector3d result = { y * other.z - z * other.y, z * other.x - x * other.z, x * other.y - y * other.x }; return result; } } 1) I initialize the vector to a null vector, not nans 2) The dot and cross are "inout" methods, i.e. available for mutable, const, and immutable objects. There is no reason to declare "inout" methods as being "const". 3) The dot and cross methods take an input "in" argument. This allows the compiler to choose between passing the parameter by const value or const reference. I read somewhere that "in" and "scope" have not yet been implemented yet and that I should use "const ref" instead? 4) Is it advisable for the cross method to return by value? In C++, I would declare this method as inline and in a header file. Can I trust D to inline away this inefficiency? Perhaps I should pass in the result as a "ref" or "out" parameter (although I don't require the vector to be initialized here)? Is there a more efficient way to do this? 5) I notice that a lot of other people online prefer using fixed arrays not structs for Vectors in D, why? 6) Any other comments or suggestions?
Feb 03 2014
Brenton:1) I initialize the vector to a null vector, not nansWhy?2) The dot and cross are "inout" methods, i.e. available for mutable, const, and immutable objects. There is no reason to declare "inout" methods as being "const".But I suggest to add pure/nothrow.3) The dot and cross methods take an input "in" argument. This allows the compiler to choose between passing the parameter by const value or const reference.This is not true. In means "const scope", so it's always passed by value. Bye, bearophile
Feb 03 2014
5) I notice that a lot of other people online prefer using fixed arrays not structs for Vectors in D, why?It does make some calculations more straightforward. For example I have code that calculates distance between points as follows: double euclideanDistance( double[] pt1, double[] pt2 ) in { assert( pt1.length == pt2.length ); } body { return sqrt( 0.0.reduce!( (sum,pair) => sum + (pair[0]-pair[1])^^2)(zip(pt1, pt2)) ); } Now a point is not a vector, but they are similar in many respects. That fact that I use an array for my points makes such calculations possible. Furthermore you can always add methods to your struct that let users access the appropriate indices as x, y and z. If you use UFCS (I haven't yet) you could make these appear to user code just as if you had named your variables x, y, and z. Finally, maybe as some point you want to support vectors of varied dimension ... it then becomes easier to port your struct.6) Any other comments or suggestions?Once you have your design more or less settled you should make it generic (if not for practical reasons just for fun and experience). You likely want your type to support only floating-point values, so you can see here how types can be restricted to FP (see line 50). https://github.com/craig-dillabaugh/phobos/blob/master/std/complex.d Thats my fork of the Phobos libraries, likely a bit out of date, but I was too lazy to look up the prope URL.
Feb 03 2014
On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:double dot(in Vector3d other) inout { return x * other.x + y * other.y + z * other.z; } Vector3d cross(in Vector3d other) inout { const Vector3d result = { y * other.z - z * other.y, z * other.x - x * other.z, x * other.y - y * other.x }; return result; } }Shouldn't these functions be non-member: double dot(in Vector3d one, in Vector3d other) {} Vector3d cross(in Vector3d one, in Vector3d other) {} No one Vector3d is more special in these functions, so treat them equal.
Feb 03 2014
On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:4) Is it advisable for the cross method to return by value? In C++, I would declare this method as inline and in a header file. Can I trust D to inline away this inefficiency? Perhaps I should pass in the result as a "ref" or "out" parameter (although I don't require the vector to be initialized here)? Is there a more efficient way to do this?Seeing as previous responses skipped over this point: Yes, return by value. The compiler will optimize that for you by moving (not copying) the result. Return-by-value (and optimizations involved) is one of the stronger things in D that IIRC was there even before e.g. C++11 with its move semantics. Performing a move means that it is absolutely possible for clever compiler to even construct the value in-place, but I'm not sure if any of existing D compilers do that as of yet. Return-by-value being optimized as a move might be one more reason why you would like to use slices instead of variables to store coordinates (since that would mean just moving a pointer and a size_t), but that might have to wait until custom allocators finally arrive.
Feb 03 2014
Am Mon, 03 Feb 2014 22:01:14 +0000 schrieb "Stanislav Blinov" <stanislav.blinov gmail.com>:Return-by-value being optimized as a move might be one more reason why you would like to use slices instead of variables to store coordinates (since that would mean just moving a pointer and a size_t), but that might have to wait until custom allocators finally arrive.3 doubles is only one machine word more than an array slice and there are no indirections, allocations and length attribute to deal with (which is always 3 here). -- Marco
Feb 06 2014
On Friday, 7 February 2014 at 04:03:58 UTC, Marco Leise wrote:Am Mon, 03 Feb 2014 22:01:14 +0000 schrieb "Stanislav Blinov" <stanislav.blinov gmail.com>:Return-by-value being optimized as a move might be one more reason why you would like to use slices...3 doubles is only one machine word more than an array slice and there are no indirections, allocations and length attribute to deal with (which is always 3 here).I know. I also know that people making games are obsessed with performance :) And, where there's 3d vector, there would also be 4d vector and matrices...
Feb 07 2014
On Friday, 7 February 2014 at 10:50:49 UTC, Stanislav Blinov wrote:I know. I also know that people making games are obsessed with performance :) And, where there's 3d vector, there would also be 4d vector and matrices...Wouldn't it make more sense to aim for a float SIMD implementation instead then? :P
Feb 07 2014
On Friday, 7 February 2014 at 21:37:26 UTC, Casper Færgemand wrote:On Friday, 7 February 2014 at 10:50:49 UTC, Stanislav Blinov wrote:It may well be :DI know. I also know that people making games are obsessed with performance :) And, where there's 3d vector, there would also be 4d vector and matrices...Wouldn't it make more sense to aim for a float SIMD implementation instead then? :P
Feb 07 2014
On Monday, 3 February 2014 at 20:10:59 UTC, Brenton wrote:6) Any other comments or suggestions?I know that the "I'm learning the language" factor plays a huge role, but after you are done studying your vector implementation, I think you could forget about it and use the ones provided by other libraries :P If you didn't knew about it, DUB is a marvelous software that gives you quick access to lots of nice libraries. EG: one you might be interested in is http://code.dlang.org/packages/gl3n Another one *might* be gfm: http://code.dlang.org/packages/gfm I'm also wondering where the hell did I put my raytracer code I did ages ago...
Feb 04 2014