Files
Tower-Defense2/include/td/Maths.h
2025-07-16 00:32:40 +02:00

184 lines
3.4 KiB
C++

#pragma once
#include <cstdint>
namespace td {
static constexpr float PI = 3.141592653f;
template <typename T>
struct Vec2 {
union {
T x;
T r;
};
union {
T y;
T g;
};
constexpr Vec2(T X = 0, T Y = 0) : x(X), y(Y) {}
};
template <typename T>
inline bool operator==(const Vec2<T>& vec2, const Vec2<T>& other) {
return vec2.x == other.x && vec2.y == other.y;
}
template <typename T>
struct Vec3 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
constexpr Vec3(T X = 0, T Y = 0, T Z = 0) : x(X), y(Y), z(Z) {}
};
template <typename T>
inline bool operator==(const Vec3<T>& vec3, const Vec3<T>& other) {
return vec3.x == other.x && vec3.y == other.y && vec3.z == other.z;
}
template <typename T>
struct Vec4 {
union {
T x;
T r;
};
union {
T y;
T g;
};
union {
T z;
T b;
};
union {
T w;
T a;
};
constexpr Vec4(Vec3<T> vec, T W = 1) : x(vec.x), y(vec.y), z(vec.z), w(W) {}
constexpr Vec4(T X = 0, T Y = 0, T Z = 0, T W = 0) : x(X), y(Y), z(Z), w(W) {}
};
template <typename T>
inline bool operator==(const Vec4<T>& vec4, const Vec4<T>& other) {
return vec4.x == other.x && vec4.y == other.y && vec4.z == other.z && vec4.w = other.w;
}
using Vec2i = Vec2<int>;
using Vec2u = Vec2<unsigned int>;
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec3i = Vec3<int>;
using Vec3u = Vec3<unsigned int>;
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec4i = Vec4<int>;
using Vec4u = Vec4<unsigned int>;
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Color = Vec3<unsigned char>;
template <typename T>
struct Mat4 {
static const std::size_t MATRIX_SIZE = 4;
T x0, x1, x2, x3;
T y0, y1, y2, y3;
T z0, z1, z2, z3;
T w0, w1, w2, w3;
T operator[](std::size_t offset) const {
return reinterpret_cast<const T*>(this)[offset];
}
T& operator[](std::size_t offset) {
return reinterpret_cast<T*>(this)[offset];
}
T* data() {
return reinterpret_cast<T*>(this);
}
const T* data() const {
return reinterpret_cast<const T*>(this);
}
T at(std::size_t row, std::size_t column) const {
return operator[](row * MATRIX_SIZE + column);
}
T& at(std::size_t row, std::size_t column) {
return operator[](row * MATRIX_SIZE + column);
}
};
typedef Mat4<float> Mat4f;
typedef Mat4<int> Mat4i;
typedef Mat4<double> Mat4d;
template <typename T>
inline bool operator==(const Mat4<T>& mat, const Mat4<T>& other) {
return mat.x0 == other.x0 && mat.y0 == other.y0 && mat.z0 == other.z0 && mat.w0 == other.w0 && mat.x1 == other.x1 &&
mat.y1 == other.y1 && mat.z1 == other.z1 && mat.w1 == other.w1 && mat.x2 == other.x2 && mat.y2 == other.y2 &&
mat.z2 == other.z2 && mat.w2 == other.w2 && mat.x3 == other.x3 && mat.y3 == other.y3 && mat.z3 == other.z3 &&
mat.w3 == other.w3;
}
namespace maths {
template<typename T>
Mat4<T> Transpose(const Mat4<T>& mat) {
Mat4<T> result;
result.x1 = mat.y0;
result.x2 = mat.z0;
result.x3 = mat.w0;
result.y0 = mat.x1;
result.y2 = mat.z1;
result.y3 = mat.w1;
result.z0 = mat.x2;
result.z1 = mat.y2;
result.z3 = mat.w2;
result.w0 = mat.x3;
result.w1 = mat.y3;
result.w2 = mat.z3;
result.x0 = mat.x0;
result.y1 = mat.y1;
result.z2 = mat.z2;
result.w3 = mat.w3;
return result;
}
Mat4f Perspective(float fovY, float aspectRatio, float zNear, float zFar);
Mat4f Look(const Vec3f& eye, const Vec3f& center, const Vec3f& up);
Mat4f Inverse(const Mat4f& mat);
} // namespace maths
} // namespace td