// zlib open source license // // Copyright (c) 2017 to 2019 David Forsgren Piuva // // This software is provided 'as-is', without any express or implied // warranty. In no event will the authors be held liable for any damages // arising from the use of this software. // // Permission is granted to anyone to use this software for any purpose, // including commercial applications, and to alter it and redistribute it // freely, subject to the following restrictions: // // 1. The origin of this software must not be misrepresented; you must not // claim that you wrote the original software. If you use this software // in a product, an acknowledgment in the product documentation would be // appreciated but is not required. // // 2. Altered source versions must be plainly marked as such, and must not be // misrepresented as being the original software. // // 3. This notice may not be removed or altered from any source // distribution. #ifndef DFPSR_GEOMETRY_VECTOR_METHODS #define DFPSR_GEOMETRY_VECTOR_METHODS #include #include #include #include "../api/stringAPI.h" // Since using templates for vector operands may include unwanted function // definitions that does not make any sense and will crash when called, // these macros allow picking specific methods that make sense for the element // type and asserting that they can all be called in all possible combinations. #define VECTOR_BODY_2D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \ ELEMENT_TYPE x, y; \ VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE) {} \ VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y) : x(x), y(y) {} \ explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s) {} \ ELEMENT_TYPE& operator[] (int index) { \ assert(index >= 0 || index < 2); \ if (index <= 0) { \ return this->x; \ } else { \ return this->y; \ } \ } #define VECTOR_BODY_3D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \ ELEMENT_TYPE x, y, z; \ VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE), z(DEFAULT_VALUE) {} \ VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y, ELEMENT_TYPE z) : x(x), y(y), z(z) {} \ explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s), z(s) {} \ ELEMENT_TYPE& operator[] (int index) { \ assert(index >= 0 || index < 3); \ if (index <= 0) { \ return this->x; \ } else if (index == 1) { \ return this->y; \ } else { \ return this->z; \ } \ } #define VECTOR_BODY_4D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \ ELEMENT_TYPE x, y, z, w; \ VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE), z(DEFAULT_VALUE), w(DEFAULT_VALUE) {} \ VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y, ELEMENT_TYPE z, ELEMENT_TYPE w) : x(x), y(y), z(z), w(w) {} \ explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s), z(s), w(s) {} \ ELEMENT_TYPE& operator[] (int index) { \ assert(index >= 0 || index < 4); \ if (index <= 0) { \ return this->x; \ } else if (index == 1) { \ return this->y; \ } else if (index == 2) { \ return this->z; \ } else { \ return this->w; \ } \ } #define OPERATORS_2D(VECTOR_TYPE, ELEMENT_TYPE) \ inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x + right.x, left.y + right.y); \ } \ inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x + right, left.y + right); \ } \ inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left + right.x, left + right.y); \ } \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x - right.x, left.y - right.y); \ } \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x - right, left.y - right); \ } \ inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left - right.x, left - right.y); \ } \ inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x * right.x, left.y * right.y); \ } \ inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x * right, left.y * right); \ } \ inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left * right.x, left * right.y); \ } \ inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x / right.x, left.y / right.y); \ } \ inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x / right, left.y / right); \ } \ inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left / right.x, left / right.y); \ } #define OPERATORS_3D(VECTOR_TYPE, ELEMENT_TYPE) \ inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x + right.x, left.y + right.y, left.z + right.z); \ } \ inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x + right, left.y + right, left.z + right); \ } \ inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left + right.x, left + right.y, left + right.z); \ } \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x - right.x, left.y - right.y, left.z - right.z); \ } \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x - right, left.y - right, left.z - right); \ } \ inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left - right.x, left - right.y, left - right.z); \ } \ inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x * right.x, left.y * right.y, left.z * right.z); \ } \ inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x * right, left.y * right, left.z * right); \ } \ inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left * right.x, left * right.y, left * right.z); \ } \ inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x / right.x, left.y / right.y, left.z / right.z); \ } \ inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x / right, left.y / right, left.z / right); \ } \ inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left / right.x, left / right.y, left / right.z); \ } #define OPERATORS_4D(VECTOR_TYPE, ELEMENT_TYPE) \ inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w); \ } \ inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x + right, left.y + right, left.z + right, left.w + right); \ } \ inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left + right.x, left + right.y, left + right.z, left + right.w); \ } \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w); \ } \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x - right, left.y - right, left.z - right, left.w - right); \ } \ inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left - right.x, left - right.y, left - right.z, left - right.w); \ } \ inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x * right.x, left.y * right.y, left.z * right.z, left.w * right.w); \ } \ inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x * right, left.y * right, left.z * right, left.w * right); \ } \ inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left * right.x, left * right.y, left * right.z, left * right.w); \ } \ inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left.x / right.x, left.y / right.y, left.z / right.z, left.w / right.w); \ } \ inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \ return VECTOR_TYPE(left.x / right, left.y / right, left.z / right, left.w / right); \ } \ inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \ return VECTOR_TYPE(left / right.x, left / right.y, left / right.z, left / right.w); \ } #define SIGNED_OPERATORS_2D(VECTOR_TYPE, ELEMENT_TYPE) \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \ return VECTOR_TYPE(-v.x, -v.y); \ } #define SIGNED_OPERATORS_3D(VECTOR_TYPE, ELEMENT_TYPE) \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \ return VECTOR_TYPE(-v.x, -v.y, -v.z); \ } #define SIGNED_OPERATORS_4D(VECTOR_TYPE, ELEMENT_TYPE) \ inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \ return VECTOR_TYPE(-v.x, -v.y, -v.z, -v.w); \ } #define OPPOSITE_COMPARE_2D(VECTOR_TYPE) \ inline bool operator!=(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return !(left == right); \ } #define EXACT_COMPARE_2D(VECTOR_TYPE) \ inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return left.x == right.x && left.y == right.y; \ } \ OPPOSITE_COMPARE_2D(VECTOR_TYPE) #define EXACT_COMPARE_3D(VECTOR_TYPE) \ inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return left.x == right.x && left.y == right.y && left.z == right.z; \ } \ OPPOSITE_COMPARE_2D(VECTOR_TYPE) #define EXACT_COMPARE_4D(VECTOR_TYPE) \ inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \ return left.x == right.x && left.y == right.y && left.z == right.z && left.w == right.w; \ } \ OPPOSITE_COMPARE_2D(VECTOR_TYPE) #define SERIALIZATION_2D(VECTOR_TYPE) \ inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \ string_append(target, indentation, source.x, U",", source.y); \ return target; \ } #define SERIALIZATION_3D(VECTOR_TYPE) \ inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \ string_append(target, indentation, source.x, U",", source.y, U",", source.z); \ return target; \ } #define SERIALIZATION_4D(VECTOR_TYPE) \ inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \ string_append(target, indentation, source.x, U",", source.y, U",", source.z, U",", source.w); \ return target; \ } #endif