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JVM AOT compiler currently generating JavaScript, C++, Haxe, with initial focus on Kotlin and games.
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import haxe.io.*;
import haxe.ds.Vector;
#if (sys || flash)
typedef __JA_F_Item = Vector;
#else
typedef __JA_F_Item = Float32Array;
#end
{{ HAXE_CLASS_ANNOTATIONS }}
class JA_F extends JA_0 {
{{ HAXE_FIELD_ANNOTATIONS }}
public var data:__JA_F_Item = null;
#if cpp
{{ HAXE_FIELD_ANNOTATIONS }} public var ptr:cpp.Pointer = null;
#end
{{ HAXE_CONSTRUCTOR_ANNOTATIONS }}
public function new(length:Int, data:__JA_F_Item = null) {
super();
if (data == null) {
data = new __JA_F_Item(length);
} else {
length = data.length;
}
this.data = data;
this.length = length;
this.elementShift = 2;
this.desc = "[F";
#if cpp
this.ptr = cpp.NativeArray.address(data.toData(), 0);
rawPtr = ptr.rawCast();
#end
}
override public function getElementBytesSize():Int return 4;
{{ HAXE_METHOD_ANNOTATIONS }}
static public function fromArray(items:Array) {
if (items == null) return null;
var out = new JA_F(items.length);
for (n in 0 ... items.length) out.set(n, items[n]);
return out;
}
#if cpp
{{ HAXE_METHOD_ANNOTATIONS }} inline public function get(index:Int):Float32 return ptr[checkBounds(index)];
{{ HAXE_METHOD_ANNOTATIONS }} inline public function set(index:Int, value:Float32):Void ptr[checkBounds(index)] = value;
#else
{{ HAXE_METHOD_ANNOTATIONS }} inline public function get(index:Int):Float32 return this.data[checkBounds(index)];
{{ HAXE_METHOD_ANNOTATIONS }} inline public function set(index:Int, value:Float32):Void this.data[checkBounds(index)] = value;
#end
{{ HAXE_METHOD_ANNOTATIONS }} override public function getDynamic(index:Int):Dynamic return get(index);
{{ HAXE_METHOD_ANNOTATIONS }} override public function setDynamic(index:Int, value:Dynamic) set(index, value);
{{ HAXE_METHOD_ANNOTATIONS }}
public function join(separator:String) {
var out = '';
for (n in 0 ... length) {
if (n != 0) out += separator;
out += get(n);
}
return out;
}
{{ HAXE_METHOD_ANNOTATIONS }}
public override function clone() {
var out = new JA_F(length);
copy(this, out, 0, 0, length);
return out;
}
{{ HAXE_METHOD_ANNOTATIONS }}
public function fill(from: Int, to: Int, value: Float32) {
#if cpp
N.memsetN4f(this.rawPtr, from, to - from, value);
#else
for (n in from ... to) set(n, value);
#end
}
{{ HAXE_METHOD_ANNOTATIONS }}
static public function copy(from:JA_F, to:JA_F, fromPos:Int, toPos:Int, length:Int) {
#if (cpp || flash)
Vector.blit(from.data, fromPos, to.data, toPos, length); // does this support overlapping?
#else
if (from == to && toPos > fromPos) {
var n = length;
while (--n >= 0) to.set(toPos + n, from.get(fromPos + n));
} else {
for (n in 0 ... length) to.set(toPos + n, from.get(fromPos + n));
}
#end
}
{{ HAXE_METHOD_ANNOTATIONS }}
public function setArraySlice(startIndex: Int, array: Array) {
for (n in 0...array.length) this.set(startIndex + n, array[n]);
}
{{ HAXE_METHOD_ANNOTATIONS }} override public function copyTo(srcPos: Int, dst: JA_0, dstPos: Int, length: Int) { copy(this, cast(dst, JA_F), srcPos, dstPos, length); }
}