#pragma once /* MIT License Copyright (c) 2024 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. */ /** * Why Creating this: * Cause using makes coding much better structured * and easy to use like in glsl or glm */ #include namespace PD { struct vec2 { // Init Funcs vec2() { v[0] = 0; v[1] = 0; } vec2(float x, float y) { v[0] = x; v[1] = y; } vec2(const vec2 &i) { v[0] = i[0]; v[1] = i[1]; } vec2(float i) { v[0] = i; v[1] = i; } // Operations // Add vec2 &operator+=(const vec2 &i) { v[0] += i[0]; v[1] += i[1]; return *this; } vec2 &operator+=(const float &i) { v[0] += i; v[1] += i; return *this; } vec2 operator+(const vec2 &i) const { return vec2(v[0] + i[0], v[1] + i[1]); } vec2 operator+(const float &i) const { return vec2(v[0] + i, v[1] + i); } // Sub vec2 &operator-=(const vec2 &i) { v[0] -= i[0]; v[1] -= i[1]; return *this; } vec2 &operator-=(const float &i) { v[0] -= i; v[1] -= i; return *this; } vec2 operator-(const vec2 &i) const { return vec2(v[0] - i[0], v[1] - i[1]); } vec2 operator-(const float &i) const { return vec2(v[0] - i, v[1] - i); } // Mul vec2 &operator*=(const vec2 &i) { v[0] *= i[0]; v[1] *= i[1]; return *this; } vec2 &operator*=(const float &i) { v[0] *= i; v[1] *= i; return *this; } vec2 operator*(const vec2 &i) const { return vec2(v[0] * i[0], v[1] * i[1]); } vec2 operator*(const float &i) const { return vec2(v[0] * i, v[1] * i); } // Div vec2 &operator/=(const vec2 &i) { v[0] /= i[0]; v[1] /= i[1]; return *this; } vec2 &operator/=(const float &i) { v[0] /= i; v[1] /= i; return *this; } vec2 operator/(const vec2 &i) const { return vec2(v[0] / i[0], v[1] / i[1]); } vec2 operator/(const float &i) const { return vec2(v[0] / i, v[1] / i); } // Compare bool operator==(const vec2 &in) const { return v[0] == in[0] && v[1] == in[1]; } bool operator!=(const vec2 &in) const { // use the first comparefuncs result // and swap it lol return !(*this == in); } vec2 operator-() const { return vec2(-v[0], -v[1]); } float operator[](int i) const { return v[i]; } float &operator[](int i) { return v[i]; } float len() const { return sqrt(sqlen()); } float sqlen() const { return v[0] * v[0] + v[1] * v[1]; } float x() const { return v[0]; } float &x() { return v[0]; } float y() const { return v[1]; } float &y() { return v[1]; } // Internal Values float v[2]; }; struct vec3 { // Init Funcs vec3() { v[0] = 0.f; v[1] = 0.f; v[2] = 0.f; } vec3(float x, float y, float z) { v[0] = x; v[1] = y; v[2] = z; } vec3(const vec3 &i) { v[0] = i[0]; v[1] = i[1]; v[2] = i[2]; } vec3(float i) { v[0] = i; v[1] = i; v[2] = i; } //// PD REWRITE ADDITIONAL CONTENT //// vec3(const vec2 &xy, float z) { v[0] = xy[0]; v[1] = xy[1]; v[2] = z; } vec3(float x, const vec2 &yz) { v[0] = x; v[1] = yz[0]; v[2] = yz[1]; } // Operations // Add vec3 &operator+=(const vec3 &i) { v[0] += i[0]; v[1] += i[1]; v[2] += i[2]; return *this; } vec3 &operator+=(const float &i) { v[0] += i; v[1] += i; v[2] += i; return *this; } vec3 operator+(const vec3 &i) const { return vec3(v[0] + i[0], v[1] + i[1], v[2] + i[2]); } vec3 operator+(const float &i) const { return vec3(v[0] + i, v[1] + i, v[2] + i); } // Sub vec3 &operator-=(const vec3 &i) { v[0] -= i[0]; v[1] -= i[1]; v[2] -= i[2]; return *this; } vec3 &operator-=(const float &i) { v[0] -= i; v[1] -= i; v[2] -= i; return *this; } vec3 operator-(const vec3 &i) const { return vec3(v[0] - i[0], v[1] - i[1], v[2] - i[2]); } vec3 operator-(const float &i) const { return vec3(v[0] - i, v[1] - i, v[2] - i); } // Mul vec3 &operator*=(const vec3 &i) { v[0] *= i[0]; v[1] *= i[1]; v[2] *= i[2]; return *this; } vec3 &operator*=(const float &i) { v[0] *= i; v[1] *= i; v[2] *= i; return *this; } vec3 operator*(const vec3 &i) const { return vec3(v[0] * i[0], v[1] * i[1], v[2] * i[2]); } vec3 operator*(const float &i) const { return vec3(v[0] * i, v[1] * i, v[2] * i); } // Div vec3 &operator/=(const vec3 &i) { v[0] /= i[0]; v[1] /= i[1]; v[2] /= i[2]; return *this; } vec3 &operator/=(const float &i) { v[0] /= i; v[1] /= i; v[2] /= i; return *this; } vec3 operator/(const vec3 &i) const { return vec3(v[0] / i[0], v[1] / i[1], v[2] / i[2]); } vec3 operator/(const float &i) const { return vec3(v[0] / i, v[1] / i, v[2] / i); } // Compare bool operator==(const vec3 &in) const { return v[0] == in[0] && v[1] == in[1] && v[2] == v[2]; } bool operator!=(const vec3 &in) const { // use the first comparefuncs result // and swap it lol return !(*this == in); } // Base vec3 operator-() const { return vec3(-v[0], -v[1], -v[2]); } float operator[](int i) const { return v[i]; } float &operator[](int i) { return v[i]; } float len() const { return sqrt(sqlen()); } float sqlen() const { return v[0] * v[0] + v[1] * v[1] + v[2] * v[2]; } float x() const { return v[0]; } float &x() { return v[0]; } float y() const { return v[1]; } float &y() { return v[1]; } float z() const { return v[2]; } float &z() { return v[2]; } //// PALLADIUM REWRITE ADDITIONAL CONTENT //// vec2 xy() const { return vec2(v[0], v[1]); } vec2 yz() const { return vec2(v[1], v[2]); } float v[3]; }; struct vec4 { // Init Funcs vec4() { v[0] = 0.f; v[1] = 0.f; v[2] = 0.f; v[3] = 0.f; } vec4(float x, float y, float z, float w) { v[0] = x; v[1] = y; v[2] = z; v[3] = w; } vec4(const vec4 &i) { v[0] = i[0]; v[1] = i[1]; v[2] = i[2]; v[3] = i[3]; } vec4(const vec2 &i0, const vec2 &i1) { v[0] = i0[0]; v[1] = i0[1]; v[2] = i1[0]; v[3] = i1[1]; } vec4(float i) { v[0] = i; v[1] = i; v[2] = i; v[3] = i; } vec4(const vec3 &xyz, float w) { v[0] = xyz[0]; v[1] = xyz[1]; v[2] = xyz[2]; v[3] = w; } vec4(float x, const vec3 &yzw) { v[0] = x; v[1] = yzw[1]; v[2] = yzw[2]; v[3] = yzw[3]; } // Operators // Add vec4 &operator+=(const vec4 &i) { v[0] += i[0]; v[1] += i[1]; v[2] += i[2]; v[3] += i[3]; return *this; } vec4 operator+(const vec4 &i) const { return vec4(v[0] + i[0], v[1] + i[1], v[2] + i[2], v[3] + i[3]); } // Sub vec4 &operator-=(const vec4 &i) { v[0] -= i[0]; v[1] -= i[1]; v[2] -= i[2]; v[3] -= i[3]; return *this; } vec4 operator-(const vec4 &i) const { return vec4(v[0] - i[0], v[1] - i[1], v[2] - i[2], v[3] - i[3]); } // Compare bool operator==(const vec4 &in) const { return v[0] == in[0] && v[1] == in[1] && v[2] == in[2] && v[3] == in[3]; } bool operator!=(const vec4 &in) const { // use the first comparefuncs result // and swap it lol return !(*this == in); } // Base vec4 operator-() const { return vec4(-v[0], -v[1], -v[2], -v[3]); } float operator[](int i) const { return v[i]; } float &operator[](int i) { return v[i]; } float len() const { return sqrt(sqlen()); } float sqlen() const { return v[0] * v[0] + v[1] * v[1] + v[2] * v[2] + v[3] * v[3]; } // Vec Acess float x() const { return v[0]; } float &x() { return v[0]; } float y() const { return v[1]; } float &y() { return v[1]; } float z() const { return v[2]; } float &z() { return v[2]; } float w() const { return v[3]; } float &w() { return v[3]; } vec2 xy() const { return vec2(v[0], v[1]); } vec2 zw() const { return vec2(v[2], v[3]); } vec3 xyz() const { return vec3(v[0], v[1], v[2]); } vec3 yzw() const { return vec3(v[1], v[2], v[3]); } // Quaternion Acess float r() const { return v[0]; } float &r() { return v[0]; } float k() const { return v[1]; } float &k() { return v[1]; } float j() const { return v[2]; } float &j() { return v[2]; } float i() const { return v[3]; } float &i() { return v[3]; } vec2 rk() const { return vec2(v[0], v[1]); } vec2 ji() const { return vec2(v[2], v[3]); } vec3 rkj() const { return vec3(v[0], v[1], v[2]); } vec3 kji() const { return vec3(v[1], v[2], v[3]); } // Internal Values float v[4]; }; } // namespace PD