131 lines
2.1 KiB
C++
131 lines
2.1 KiB
C++
#pragma once
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#include <cstdint>
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namespace td {
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template<typename T>
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struct Vec2 {
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union {
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T x;
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T r;
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};
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union {
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T y;
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T g;
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};
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constexpr Vec2(T X = 0, T Y = 0) : x(X), y(Y) {}
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};
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template<typename T>
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inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
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return vec2.x == other.x && vec2.y == other.y;
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}
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template<typename T>
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struct Vec3 {
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union {
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T x;
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T r;
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};
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union {
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T y;
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T g;
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};
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union {
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T z;
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T b;
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};
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constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
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};
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template<typename T>
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inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
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return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
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}
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template<typename T>
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struct Vec4 {
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union {
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T x;
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T r;
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};
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union {
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T y;
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T g;
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};
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union {
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T z;
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T b;
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};
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union {
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T w;
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T a;
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};
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constexpr Vec4(Vec3<T> vec, T W = 1) : x(vec.x), y(vec.y), z(vec.z), w(W) {}
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constexpr Vec4(T X = 0, T Y = 0, T Z = 0, T W = 0) : x(X), y(Y), z(Z), w(W) {}
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};
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template<typename T>
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inline bool operator==(const Vec4<T>& vec4, const Vec4<T>& other) {
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return vec4.x == other.x && vec4.y == other.y && vec4.z == other.z && vec4.w = other.w;
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}
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using Vec2i = Vec2<int>;
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using Vec2u = Vec2<unsigned int>;
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using Vec2f = Vec2<float>;
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using Vec2d = Vec2<double>;
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using Vec3i = Vec3<int>;
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using Vec3u = Vec3<unsigned int>;
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using Vec3f = Vec3<float>;
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using Vec3d = Vec3<double>;
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using Vec4i = Vec4<int>;
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using Vec4u = Vec4<unsigned int>;
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using Vec4f = Vec4<float>;
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using Vec4d = Vec4<double>;
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using Color = Vec3<unsigned char>;
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template<typename T>
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struct Mat4 {
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static const std::size_t MATRIX_SIZE = 4;
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T x0, x1, x2, x3;
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T y0, y1, y2, y3;
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T z0, z1, z2, z3;
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T w0, w1, w2, w3;
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T operator[] (std::size_t offset) const {
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return reinterpret_cast<const T*>(this)[offset];
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}
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T& operator[] (std::size_t offset) {
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return reinterpret_cast<T*>(this)[offset];
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}
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T at(std::size_t row, std::size_t column) const {
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return operator[](row * MATRIX_SIZE + column);
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}
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T& at(std::size_t row, std::size_t column) {
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return operator[](row * MATRIX_SIZE + column);
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}
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};
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typedef Mat4<float> Mat4f;
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typedef Mat4<int> Mat4i;
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typedef Mat4<double> Mat4d;
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} // namespace td
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