#include "math/math_vector.h" #include using namespace engine::math; MathVector2::MathVector2() { } MathVector2::MathVector2(float x, float y) : x{x}, y{y} { } bool MathVector2::operator==(MathVector2 other) const { return x == other.x && y == other.y; } bool MathVector2::operator!=(MathVector2 other) const { return !(*this == other); } MathVector2 MathVector2::operator+() const { return *this; } MathVector2 MathVector2::operator-() const { return { -x, -y }; } MathVector2 MathVector2::operator+(MathVector2 other) const { return { x + other.x, y + other.y }; } MathVector2 MathVector2::operator-(MathVector2 other) const { return *this + (-other); } float MathVector2::det(MathVector2 other) const { return this->x * other.y - other.x * this->y; } MathVector2 MathVector2::round() const { return { std::round(x), std::round(y) }; } MathVector2 engine::math::operator*(float n, MathVector2 other) { return { n * other.x, n * other.y }; } MathVector2 engine::math::operator*(MathVector2 other, float n) { return n * other; } MathVector2 engine::math::operator/(MathVector2 other, float n) { return { other.x / n, other.y / n }; } MathVector3::MathVector3() { } MathVector3::MathVector3(float x, float y, float z) : x{x}, y{y}, z{z} { } bool MathVector3::operator==(MathVector3 other) const { return x == other.x && y == other.y && z == other.z; } bool MathVector3::operator!=(MathVector3 other) const { return !(*this == other); } MathVector3 MathVector3::operator+() const { return *this; } MathVector3 MathVector3::operator-() const { return { -x, -y, -z }; } MathVector3 MathVector3::operator+(MathVector3 other) const { return { x + other.x, y + other.y, z + other.z }; } MathVector3 MathVector3::operator-(MathVector3 other) const { return *this + (-other); } MathVector3 MathVector3::round() const { return { std::round(x), std::round(y), std::round(z) }; } MathVector2 MathVector3::xy() const { return { x, y }; } MathVector3 MathVector3::cross(MathVector3 other) const { return { y * other.z - z * other.y, z * other.x - x * other.z, x * other.y - y * other.x }; } MathVector3 engine::math::operator*(float n, MathVector3 other) { return { n * other.x, n * other.y, n * other.z }; } MathVector3 engine::math::operator*(MathVector3 other, float n) { return n * other; } MathVector3 engine::math::operator/(MathVector3 other, float n) { return { other.x / n, other.y / n, other.z / n }; } MathVector4::MathVector4() { } MathVector4::MathVector4(float x, float y, float z, float w) : x{x}, y{y}, z{z}, w{w} { } MathVector4::MathVector4(float x, float y, float z) : x{x}, y{y}, z{z}, w{1.f} { } MathVector4::MathVector4(MathVector3 v, float w) : x{v.x}, y{v.y}, z{v.z}, w{w} { } MathVector4::MathVector4(MathVector3 v) : x{v.x}, y{v.y}, z{v.z}, w{1.f} { } bool MathVector4::operator==(MathVector4 other) const { return x == other.x && y == other.y && z == other.z && w == other.w; } bool MathVector4::operator!=(MathVector4 other) const { return !(*this == other); } MathVector4 MathVector4::operator+() const { return *this; } MathVector4 MathVector4::operator-() const { return { -x, -y, -z, -w }; } MathVector4 MathVector4::operator+(MathVector4 other) const { return { x + other.x, y + other.y, z + other.z, w + other.w }; } MathVector4 MathVector4::operator-(MathVector4 other) const { return *this + (-other); } MathVector4 MathVector4::round() const { return { std::round(x), std::round(y), std::round(z), std::round(w) }; } MathVector3 MathVector4::xyz() const { return { x, y, z }; } MathVector3 MathVector4::div_by_w() const { return xyz() / w; } MathVector4 engine::math::operator*(float n, MathVector4 other) { return { n * other.x, n * other.y, n * other.z, n * other.w }; } MathVector4 engine::math::operator*(MathVector4 other, float n) { return n * other; } MathVector4 engine::math::operator/(MathVector4 other, float n) { return { other.x / n, other.y / n, other.z / n, other.w / n }; }