Initial Cross Platform Work
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include/pd/core/vec4.hpp
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include/pd/core/vec4.hpp
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#pragma once
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/*
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MIT License
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Copyright (c) 2024 - 2025 René Amthor (tobid7)
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in all
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copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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SOFTWARE.
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*/
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#include <pd/core/common.hpp>
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#include <pd/core/vec3.hpp>
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namespace PD {
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template <typename T>
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class vec4 {
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public:
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// SECTION: Constructors //
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vec4() = default;
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vec4(T v) {
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x = v;
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y = v;
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z = v;
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w = v;
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}
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vec4(T x, T y, T z, T w) {
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this->x = x;
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this->y = y;
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this->z = z;
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this->w = w;
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}
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vec4(const vec4 &v) {
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x = v.x;
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y = v.y;
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z = v.z;
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w = v.w;
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}
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vec4(const vec2<T> &xy, const vec2<T> &zw) {
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x = xy.x;
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y = xy.y;
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z = zw.x;
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w = zw.y;
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}
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// SECTION: Operators //
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// ADD //
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vec4 &operator+=(T v) {
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x += v;
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y += v;
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z += v;
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w += v;
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return *this;
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}
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vec4 &operator+=(const vec4<T> &v) {
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x += v.x;
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y += v.y;
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z += v.z;
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w += v.w;
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return *this;
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}
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vec4 operator+(T v) const { return vec4<T>(x + v, y + v, z + v, w + v); }
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vec4 operator+(vec4 v) const {
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return vec4(x + v.x, y + v.y, z + v.z, w + v.w);
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}
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// SUB //
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vec4 &operator-=(T v) {
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x -= v;
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y -= v;
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z -= v;
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w -= v;
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return *this;
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}
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vec4 &operator-=(const vec4 &v) {
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x -= v.x;
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y -= v.y;
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z -= v.z;
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w -= v.w;
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return *this;
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}
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vec4 operator-(T v) const { return vec4(x - v, y - v, z - v, w - v); }
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vec4 operator-(vec4 v) const {
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return vec4(x - v.x, y - v.y, z - v.z, w - v.w);
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}
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// MUL //
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vec4 &operator*=(T v) {
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x *= v;
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y *= v;
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z *= v;
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w *= v;
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return *this;
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}
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vec4 &operator*=(const vec4 &v) {
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x *= v.x;
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y *= v.y;
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z *= v.z;
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w *= v.w;
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return *this;
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}
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vec4 operator*(T v) const { return vec4(x * v, y * v, z * v, w * v); }
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vec4 operator*(vec4 v) const {
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return vec4(x * v.x, y * v.y, z * v.z, w * v.w);
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}
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// DIV //
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vec4 &operator/=(T v) {
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x /= v;
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y /= v;
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z /= v;
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w /= v;
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return *this;
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}
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vec4 &operator/=(const vec4 &v) {
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x /= v.x;
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y /= v.y;
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z /= v.z;
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w /= v.w;
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return *this;
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}
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vec4 operator/(T v) const { return vec4(x / v, y / v, z / v, w / v); }
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vec4 operator/(vec4 v) const {
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return vec4(x / v.x, y / v.y, z / v.z, w / v.w);
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}
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// Make Negative //
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vec4 operator-() const { return vec4(-x, -y, -z, -w); }
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bool operator==(const vec4 &v) const {
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return x == v.x && y == v.y && z == v.z && w == v.w;
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}
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bool operator!=(const vec4 &v) const { return !(*this == v); }
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// SECTION: Additional Functions //
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float Len() const { return sqrt(SqLen()); }
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float SqLen() const { return x * x + y * y + z * z + w * w; }
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void SwapXY() {
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T t = x;
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x = y;
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y = t;
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}
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void SwapYZ() {
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T t = z;
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z = y;
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y = t;
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}
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void SwapXZ() {
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T t = z;
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z = x;
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x = t;
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}
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// Adding ZW (to lazy to add all of those yet)
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void SwapZW() {
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T t = w;
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w = z;
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z = t;
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}
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// SECTION: DATA //
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T x = 0;
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T y = 0;
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T z = 0;
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T w = 0;
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};
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using dvec4 = vec4<double>;
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using fvec4 = vec4<float>;
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using ivec4 = vec4<int>;
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} // namespace PD
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