Phase 1 of the fuller type-system proposal: two by-value spatial types that lower to packed integers (no heap, copy like scalars). - IVec2 — integer 2D vector, a pair of int packed into one i64, for tile and grid coordinates: make/zero/x/y/add/sub/scale/dot, the grid distance manhattan, equal, and to_vector (widen into the fixed-point Vector). - Rect — axis-aligned rectangle, four Q16.16 fixed components packed into one i128, for HUD boxes and hitboxes: make/x/y/w/h, the derived right/bottom/center, and the contains (point) / intersects (overlap) tests. Both are exact and deterministic, bit-identical on every platform. Vector and Color already cover phase 1's other 2D primitives. Wired end to end: emit_core llty (IVec2->i64, Rect->i128), emit_call dispatch, the FRAGS list + reseeded seed, a selfhost test (types2d), per-symbol docs + type pages + inventory, and the vocabulary/editor sync (header, JetBrains, TextMate, LSP). Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
87 lines
4.4 KiB
Text
87 lines
4.4 KiB
Text
# emit_ivec.ludic — the IVec2.* namespace: an integer 2D vector value type. An
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# IVec2 is a pair of i32 components (x, y) packed into one i64 — x in the high
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# 32 bits, y in the low 32 — exactly like Vector (emit_vector.ludic) but with
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# whole-integer components and integer arithmetic. It is the natural type for
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# tile / grid coordinates, cell offsets, and integer sizes, where a fractional
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# part is meaningless and rounding would be a bug. Being one i64, it is a true
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# by-value type (assignment copies, no heap) and lives in a single register.
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# Reuses vec_pack / vec_x / vec_y from emit_vector.ludic; llty maps `IVec2` to
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# i64 (see emit_core.ludic). Every operation is exact integer arithmetic, so it
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# is deterministic on every platform.
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# |d| for a signed i32 code -> i32 code (branchless: select on d < 0)
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function ivec_abs(d: pointer) -> pointer {
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let neg = emit_bind(`sub i32 0, {d}`)
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let lt = emit_bind(`icmp slt i32 {d}, 0`)
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return emit_bind(`select i1 {lt}, i32 {neg}, i32 {d}`)
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}
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function is_ivec_ns(meth: pointer) -> bool {
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if (meth == "make") or (meth == "zero") or (meth == "x") or (meth == "y") { return true }
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if (meth == "add") or (meth == "sub") or (meth == "scale") or (meth == "dot") { return true }
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if (meth == "equal") or (meth == "manhattan") or (meth == "to_vector") { return true }
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return false
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}
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function emit_ivec_ns(meth: pointer, e: Node) -> Val {
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if (meth == "zero") { # the origin, (0, 0)
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return val("0", "IVec2")
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}
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if (meth == "make") { # make(x, y: int) -> IVec2
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let x = emit_expr(e.kids[0]); let y = emit_expr(e.kids[1])
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return val(vec_pack(x.code, y.code), "IVec2")
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}
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if (meth == "x") { # the x component -> int
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let v = emit_expr(e.kids[0])
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return val(vec_x(v.code), "int")
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}
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if (meth == "y") { # the y component -> int
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let v = emit_expr(e.kids[0])
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return val(vec_y(v.code), "int")
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}
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if (meth == "add") { # component-wise a + b
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let sx = emit_bind(`add i32 {ax}, {bx}`)
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let sy = emit_bind(`add i32 {ay}, {by}`)
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return val(vec_pack(sx, sy), "IVec2")
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}
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if (meth == "sub") { # component-wise a - b
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let sx = emit_bind(`sub i32 {ax}, {bx}`)
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let sy = emit_bind(`sub i32 {ay}, {by}`)
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return val(vec_pack(sx, sy), "IVec2")
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}
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if (meth == "scale") { # v * s (s: int)
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let v = emit_expr(e.kids[0]); let s = emit_expr(e.kids[1])
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let vx = vec_x(v.code); let vy = vec_y(v.code)
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let sx = emit_bind(`mul i32 {vx}, {s.code}`)
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let sy = emit_bind(`mul i32 {vy}, {s.code}`)
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return val(vec_pack(sx, sy), "IVec2")
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}
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if (meth == "dot") { # ax*bx + ay*by -> int
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let px = emit_bind(`mul i32 {ax}, {bx}`); let py = emit_bind(`mul i32 {ay}, {by}`)
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return val(emit_bind(`add i32 {px}, {py}`), "int")
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}
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if (meth == "equal") { # a == b (both components) -> bool
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let c = emit_bind(`icmp eq i64 {a.code}, {b.code}`)
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return val(emit_bind(`zext i1 {c} to i32`), "bool")
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}
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if (meth == "manhattan") { # |dx| + |dy| -> int (grid distance)
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let a = emit_expr(e.kids[0]); let b = emit_expr(e.kids[1])
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let ax = vec_x(a.code); let ay = vec_y(a.code); let bx = vec_x(b.code); let by = vec_y(b.code)
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let dx = emit_bind(`sub i32 {ax}, {bx}`); let dy = emit_bind(`sub i32 {ay}, {by}`)
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let adx = ivec_abs(dx); let ady = ivec_abs(dy)
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return val(emit_bind(`add i32 {adx}, {ady}`), "int")
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}
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# to_vector(v) -> Vector — widen each integer component to a Q16.16 fixed
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let v = emit_expr(e.kids[0])
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let vx = vec_x(v.code); let vy = vec_y(v.code)
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let fx = emit_bind(`shl i32 {vx}, 16`)
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let fy = emit_bind(`shl i32 {vy}, 16`)
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return val(vec_pack(fx, fy), "Vector")
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}
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