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