Initial Cross Platform Work
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								include/pd/core/vec4.hpp
									
									
									
									
									
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							| @@ -0,0 +1,193 @@ | ||||
| #pragma once | ||||
|  | ||||
| /* | ||||
| MIT License | ||||
| Copyright (c) 2024 - 2025 René Amthor (tobid7) | ||||
|  | ||||
| Permission is hereby granted, free of charge, to any person obtaining a copy | ||||
| of this software and associated documentation files (the "Software"), to deal | ||||
| in the Software without restriction, including without limitation the rights | ||||
| to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||||
| copies of the Software, and to permit persons to whom the Software is | ||||
| furnished to do so, subject to the following conditions: | ||||
|  | ||||
| The above copyright notice and this permission notice shall be included in all | ||||
| copies or substantial portions of the Software. | ||||
|  | ||||
| THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||||
| IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||||
| FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||||
| AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||||
| LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||||
| OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||||
| SOFTWARE. | ||||
|  */ | ||||
|  | ||||
| #include <pd/core/common.hpp> | ||||
| #include <pd/core/vec3.hpp> | ||||
|  | ||||
| namespace PD { | ||||
| template <typename T> | ||||
| class vec4 { | ||||
|  public: | ||||
|   // SECTION: Constructors // | ||||
|  | ||||
|   vec4() = default; | ||||
|   vec4(T v) { | ||||
|     x = v; | ||||
|     y = v; | ||||
|     z = v; | ||||
|     w = v; | ||||
|   } | ||||
|   vec4(T x, T y, T z, T w) { | ||||
|     this->x = x; | ||||
|     this->y = y; | ||||
|     this->z = z; | ||||
|     this->w = w; | ||||
|   } | ||||
|  | ||||
|   vec4(const vec4 &v) { | ||||
|     x = v.x; | ||||
|     y = v.y; | ||||
|     z = v.z; | ||||
|     w = v.w; | ||||
|   } | ||||
|  | ||||
|   vec4(const vec2<T> &xy, const vec2<T> &zw) { | ||||
|     x = xy.x; | ||||
|     y = xy.y; | ||||
|     z = zw.x; | ||||
|     w = zw.y; | ||||
|   } | ||||
|  | ||||
|   // SECTION: Operators // | ||||
|  | ||||
|   // ADD // | ||||
|  | ||||
|   vec4 &operator+=(T v) { | ||||
|     x += v; | ||||
|     y += v; | ||||
|     z += v; | ||||
|     w += v; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 &operator+=(const vec4<T> &v) { | ||||
|     x += v.x; | ||||
|     y += v.y; | ||||
|     z += v.z; | ||||
|     w += v.w; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 operator+(T v) const { return vec4<T>(x + v, y + v, z + v, w + v); } | ||||
|   vec4 operator+(vec4 v) const { | ||||
|     return vec4(x + v.x, y + v.y, z + v.z, w + v.w); | ||||
|   } | ||||
|  | ||||
|   // SUB // | ||||
|  | ||||
|   vec4 &operator-=(T v) { | ||||
|     x -= v; | ||||
|     y -= v; | ||||
|     z -= v; | ||||
|     w -= v; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 &operator-=(const vec4 &v) { | ||||
|     x -= v.x; | ||||
|     y -= v.y; | ||||
|     z -= v.z; | ||||
|     w -= v.w; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 operator-(T v) const { return vec4(x - v, y - v, z - v, w - v); } | ||||
|   vec4 operator-(vec4 v) const { | ||||
|     return vec4(x - v.x, y - v.y, z - v.z, w - v.w); | ||||
|   } | ||||
|  | ||||
|   // MUL // | ||||
|  | ||||
|   vec4 &operator*=(T v) { | ||||
|     x *= v; | ||||
|     y *= v; | ||||
|     z *= v; | ||||
|     w *= v; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 &operator*=(const vec4 &v) { | ||||
|     x *= v.x; | ||||
|     y *= v.y; | ||||
|     z *= v.z; | ||||
|     w *= v.w; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 operator*(T v) const { return vec4(x * v, y * v, z * v, w * v); } | ||||
|   vec4 operator*(vec4 v) const { | ||||
|     return vec4(x * v.x, y * v.y, z * v.z, w * v.w); | ||||
|   } | ||||
|  | ||||
|   // DIV // | ||||
|  | ||||
|   vec4 &operator/=(T v) { | ||||
|     x /= v; | ||||
|     y /= v; | ||||
|     z /= v; | ||||
|     w /= v; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 &operator/=(const vec4 &v) { | ||||
|     x /= v.x; | ||||
|     y /= v.y; | ||||
|     z /= v.z; | ||||
|     w /= v.w; | ||||
|     return *this; | ||||
|   } | ||||
|   vec4 operator/(T v) const { return vec4(x / v, y / v, z / v, w / v); } | ||||
|   vec4 operator/(vec4 v) const { | ||||
|     return vec4(x / v.x, y / v.y, z / v.z, w / v.w); | ||||
|   } | ||||
|  | ||||
|   // Make Negative // | ||||
|   vec4 operator-() const { return vec4(-x, -y, -z, -w); } | ||||
|  | ||||
|   bool operator==(const vec4 &v) const { | ||||
|     return x == v.x && y == v.y && z == v.z && w == v.w; | ||||
|   } | ||||
|   bool operator!=(const vec4 &v) const { return !(*this == v); } | ||||
|  | ||||
|   // SECTION: Additional Functions // | ||||
|  | ||||
|   float Len() const { return sqrt(SqLen()); } | ||||
|   float SqLen() const { return x * x + y * y + z * z + w * w; } | ||||
|   void SwapXY() { | ||||
|     T t = x; | ||||
|     x = y; | ||||
|     y = t; | ||||
|   } | ||||
|   void SwapYZ() { | ||||
|     T t = z; | ||||
|     z = y; | ||||
|     y = t; | ||||
|   } | ||||
|   void SwapXZ() { | ||||
|     T t = z; | ||||
|     z = x; | ||||
|     x = t; | ||||
|   } | ||||
|   // Adding ZW (to lazy to add all of those yet) | ||||
|   void SwapZW() { | ||||
|     T t = w; | ||||
|     w = z; | ||||
|     z = t; | ||||
|   } | ||||
|  | ||||
|   // SECTION: DATA // | ||||
|   T x = 0; | ||||
|   T y = 0; | ||||
|   T z = 0; | ||||
|   T w = 0; | ||||
| }; | ||||
|  | ||||
| using dvec4 = vec4<double>; | ||||
| using fvec4 = vec4<float>; | ||||
| using ivec4 = vec4<int>; | ||||
| }  // namespace PD | ||||
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