#ifndef MATH_VECTOR_H #define MATH_VECTOR_H #include #include "math/quat.h" 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