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| author | vimene <vincent.menegaux@gmail.com> | 2025-12-10 20:40:42 +0100 |
|---|---|---|
| committer | vimene <vincent.menegaux@gmail.com> | 2025-12-10 20:40:42 +0100 |
| commit | 761604f9e4815e8f4355637ebb46052314cbed86 (patch) | |
| tree | b9cd6dde75ebf5897f8e67835522c6411d6ab7cb /src/math/vector.hpp | |
| parent | c666035bc6a51e4dd76daebefffaf8bbc951977c (diff) | |
| download | engine-761604f9e4815e8f4355637ebb46052314cbed86.tar.gz | |
renamed .h to .hpp
Diffstat (limited to 'src/math/vector.hpp')
| -rw-r--r-- | src/math/vector.hpp | 236 |
1 files changed, 236 insertions, 0 deletions
diff --git a/src/math/vector.hpp b/src/math/vector.hpp new file mode 100644 index 0000000..a0e58e1 --- /dev/null +++ b/src/math/vector.hpp @@ -0,0 +1,236 @@ +#ifndef MATH_VECTOR_H +#define MATH_VECTOR_H + +#include <cmath> +#include "math/quat.hpp" + +namespace engine::math { + +struct Vector2 { + float x, y; + + constexpr bool operator==(const Vector2& other) const & { + return x == other.x && y == other.y; + } + + constexpr bool operator!=(const Vector2& other) const & { + return !(*this == other); + } + + constexpr Vector2 operator+() const & { + return *this; + } + + constexpr Vector2 operator-() const & { + return { -x, -y }; + } + + constexpr Vector2 operator+(const Vector2& other) const & { + return { x + other.x, y + other.y }; + } + + constexpr Vector2 operator-(const Vector2& other) const & { + return *this + (-other); + } + + constexpr Vector2 operator+=(const Vector2& other) & { + x += other.x; + y += other.y; + return *this; + } + + constexpr float det(const Vector2& other) const & { + return this->x * other.y - other.x * this->y; + } + + constexpr Vector2 round() const & { + return { std::round(x), std::round(y) }; + } + + constexpr Vector2 mul_term(const Vector2& other) const & { + return { x * other.x, y * other.y }; + } +}; + +constexpr Vector2 operator*(float n, const Vector2& other) { + return { n * other.x, n * other.y }; +} + +constexpr Vector2 operator*(const Vector2& other, float n) { + return n * other; +} + +constexpr Vector2 operator/(const Vector2& other, float n) { + return { other.x / n, other.y / n }; +} + +constexpr Vector2 operator+(const Vector2& other, float n) { + return { other.x + n, other.y + n }; +} + +constexpr Vector2 operator-(const Vector2& other, float n) { + return { other.x - n, other.y - n }; +} + +struct Vector3; +constexpr Vector3 operator*(float n, const Vector3& other); +constexpr Vector3 operator/(const Vector3& other, float n); + +struct Vector3 { + static constexpr Vector3 bilerp(const Vector3& v1, const Vector3& v2, const Vector3& v3, float b0, float b1) { + return b0 * v1 + b1 * v2 + (1.f - b0 - b1) * v3; + } + + float x, y, z; + + constexpr bool operator==(const Vector3& other) const & { + return x == other.x && y == other.y && z == other.z; + } + + constexpr bool operator!=(const Vector3& other) const & { + return !(*this == other); + } + + constexpr Vector3 operator+() const & { + return *this; + } + + constexpr Vector3 operator-() const & { + return { -x, -y, -z }; + } + + constexpr Vector3 operator+(const Vector3& other) const & { + return { x + other.x, y + other.y, z + other.z }; + } + + constexpr Vector3 operator-(const Vector3& other) const & { + return *this + (-other); + } + + constexpr Vector3 operator+=(const Vector3& other) & { + x += other.x; + y += other.y; + z += other.z; + return *this; + } + + constexpr Vector3 round() { + return { std::round(x), std::round(y), std::round(z) }; + } + + constexpr Vector3 cross(const Vector3& other) const & { + return { + y * other.z - z * other.y, + z * other.x - x * other.z, + x * other.y - y * other.x + }; + } + + constexpr Vector3 rot(const Quaternion& q) const & { + return { + (2.f * (q.w * q.w + q.x * q.x) - 1.f) * x + (2.f * (q.x * q.y - q.w * q.z) ) * y + (2.f * (q.x * q.z + q.w * q.y) ) * z, + (2.f * (q.x * q.y + q.w * q.z) ) * x + (2.f * (q.w * q.w + q.y * q.y) - 1.f) * y + (2.f * (q.y * q.z - q.w * q.x) ) * z, + (2.f * (q.x * q.z - q.w * q.y) ) * x + (2.f * (q.y * q.z + q.w * q.x) ) * y + (2.f * (q.w * q.w + q.z * q.z) - 1.f) * z, + }; + } + + constexpr float dot(const Vector3& other) const & { + return x * other.x + y * other.y + z * other.z; + } + + constexpr float length_squared() const & { + return dot(*this); + } + + constexpr float length() const & { + return std::sqrt(length_squared()); + } + + constexpr Vector3 normalize() const & { + return *this / length(); + } +}; + +constexpr Vector3 operator*(float n, const Vector3& other) { + return { n * other.x, n * other.y, n * other.z }; +} + +constexpr Vector3 operator*(const Vector3& other, float n) { + return n * other; +} + +constexpr Vector3 operator/(float n, const Vector3& other) { + return { n / other.x, n / other.y, n / other.z }; +} + +constexpr Vector3 operator/(const Vector3& other, float n) { + return { other.x / n, other.y / n, other.z / n }; +} + +struct Vector4 { + float x, y, z, w; + + constexpr Vector4() {} + constexpr Vector4(float x, float y, float z, float w) : x{x}, y{y}, z{z}, w{w} {} + constexpr Vector4(float x, float y, float z) : x{x}, y{y}, z{z}, w{1.f} {} + constexpr Vector4(const Vector2& v, float z, float w) : x{v.x}, y{v.y}, z{z}, w{w} {} + constexpr Vector4(const Vector2& v, float z) : x{v.x}, y{v.y}, z{z}, w{1.f} {} + constexpr Vector4(const Vector3& v, float w) : x{v.x}, y{v.y}, z{v.z}, w{w} {} + constexpr Vector4(const Vector3& v) : x{v.x}, y{v.y}, z{v.z}, w{1.f} {} + + constexpr bool operator==(const Vector4& other) const & { + return x == other.x && y == other.y && z == other.z && w == other.w; + } + + constexpr bool operator!=(const Vector4& other) const & { + return !(*this == other); + } + + constexpr Vector4 operator+() const & { + return *this; + } + + constexpr Vector4 operator-() const & { + return { -x, -y, -z, -w }; + } + + constexpr Vector4 operator+(const Vector4& other) const & { + return { x + other.x, y + other.y, z + other.z, w + other.w }; + } + + constexpr Vector4 operator-(const Vector4& other) const & { + return *this + (-other); + } + + constexpr Vector4 round() const & { + return { std::round(x), std::round(y), std::round(z), std::round(w) }; + } + + constexpr Vector2 xy() const & { + return { x, y }; + } + + constexpr Vector3 xyz() const & { + return { x, y, z }; + } + + constexpr Vector4 div_by_w() const & { + return {x / w, y / w, z / w, w}; + } +}; + +constexpr Vector4 operator*(float n, const Vector4& other) { + return { n * other.x, n * other.y, n * other.z, n * other.w }; +} + +constexpr Vector4 operator*(const Vector4& other, float n) { + return n * other; +} + +constexpr Vector4 operator/(const Vector4& other, float n) { + return { other.x / n, other.y / n, other.z / n, other.w / n }; +} + +} + +#endif // MATH_VECTOR_H |
