GTAV-Classes/rage/vector.hpp

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2024-09-24 21:24:45 -04:00
#pragma once
namespace rage
{
template <typename T>
union vector2
{
T data[2];
struct
{
T x, y;
};
vector2(T x, T y) : x(x),
y(y)
{
}
vector2() : x(),
y()
{
}
};
template <typename T>
union vector3
{
T data[3];
struct
{
T x, y, z;
};
vector3(T x, T y, T z) noexcept : x(x),
y(y),
z(z)
{
}
vector3() noexcept : x(),
y(),
z()
{
}
vector3 operator+(const vector3 &rhs) const
{
return vector3(x + rhs.x, y + rhs.y, z + rhs.z);
}
vector3 operator-(const vector3 &rhs) const
{
return vector3(x - rhs.x, y - rhs.y, z - rhs.z);
}
vector3 operator*(const vector3 &rhs) const
{
return vector3(x * rhs.x, y * rhs.y, z * rhs.z);
}
vector3 operator/(const vector3 &rhs) const
{
return vector3(x / rhs.x, y / rhs.y, z / rhs.z);
}
vector3 operator+(const float &rhs) const
{
return vector3(x + rhs, y + rhs, z + rhs);
}
vector3 operator-(const float &rhs) const
{
return vector3(x - rhs, y - rhs, z - rhs);
}
vector3 operator*(const float &rhs) const
{
return vector3(x * rhs, y * rhs, z * rhs);
}
vector3 operator/(const float &rhs) const
{
return vector3(x / rhs, y / rhs, z / rhs);
}
bool operator==(const vector3 &rhs) const
{
return x == rhs.x && y == rhs.y && z == rhs.z;
}
vector3 &operator+=(const vector3 &rhs)
{
return *this = *this + rhs;
}
vector3 &operator-=(const vector3 &rhs)
{
return *this = *this - rhs;
}
vector3 &operator*=(const vector3 &rhs)
{
return *this = *this * rhs;
}
vector3 &operator/=(const vector3 &rhs)
{
return *this = *this / rhs;
}
vector3 &operator+=(const float &rhs)
{
return *this = *this + rhs;
}
vector3 &operator-=(const float &rhs)
{
return *this = *this - rhs;
}
vector3 &operator*=(const float &rhs)
{
return *this = *this * rhs;
}
vector3 &operator/=(const float &rhs)
{
return *this = *this / rhs;
}
T length() const
{
return sqrt(x * x + y * y + z * z);
}
T magnitude() const
{
return length();
}
// This doesn't modify the vector inline.
vector3 normalize() const
{
T len = length();
if (len)
{
return *this * (1 / len);
}
return *this;
}
// This doesn't modify the vector inline.
vector3 multiply(const vector3 rhs) const
{
return vector3(x * rhs.x, y * rhs.y, z * rhs.z);
}
// This doesn't modify the vector inline.
vector3 invert() const
{
return *this * -1;
}
// This doesn't modify the vector inline.
vector3 cross_product(const vector3 &rhs) const
{
return vector3(y * rhs.z - z * rhs.y, z * rhs.x - x * rhs.z, x * rhs.y - y * rhs.x);
}
float dot_product(const vector3 &rhs) const
{
return x * rhs.x + y * rhs.y + z * rhs.z;
}
float distance(const vector3 &rhs) const
{
return (*this - rhs).length();
}
};
template <typename T>
union vector4
{
T data[4];
struct
{
T x, y, z, w;
};
vector4(T x, T y, T z, T w) : x(x),
y(y),
z(z),
w(w)
{
}
vector4() : x(),
y(),
z(),
w()
{
}
};
template <typename T>
union matrix34
{
T data[3][4];
struct
{
struct
{
T x, y, z, w;
} rows[3];
};
};
template <typename T>
union matrix44
{
T data[4][4];
struct
{
struct
{
T x, y, z, w;
} rows[4];
};
};
typedef vector2<float> fvector2;
typedef vector3<float> fvector3;
typedef vector4<float> fvector4;
typedef matrix34<float> fmatrix34;
typedef matrix44<float> fmatrix44;
}