#pragma once namespace rage { template union vector2 { T data[2]; struct { T x, y; }; vector2(T x, T y) : x(x), y(y) { } vector2() : x(), y() { } }; template 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 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 union matrix34 { T data[3][4]; struct { struct { T x, y, z, w; } rows[3]; }; }; template union matrix44 { T data[4][4]; struct { struct { T x, y, z, w; } rows[4]; }; }; typedef vector2 fvector2; typedef vector3 fvector3; typedef vector4 fvector4; typedef matrix34 fmatrix34; typedef matrix44 fmatrix44; }