vectorMethods.h 11 KB

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  1. // zlib open source license
  2. //
  3. // Copyright (c) 2017 to 2019 David Forsgren Piuva
  4. //
  5. // This software is provided 'as-is', without any express or implied
  6. // warranty. In no event will the authors be held liable for any damages
  7. // arising from the use of this software.
  8. //
  9. // Permission is granted to anyone to use this software for any purpose,
  10. // including commercial applications, and to alter it and redistribute it
  11. // freely, subject to the following restrictions:
  12. //
  13. // 1. The origin of this software must not be misrepresented; you must not
  14. // claim that you wrote the original software. If you use this software
  15. // in a product, an acknowledgment in the product documentation would be
  16. // appreciated but is not required.
  17. //
  18. // 2. Altered source versions must be plainly marked as such, and must not be
  19. // misrepresented as being the original software.
  20. //
  21. // 3. This notice may not be removed or altered from any source
  22. // distribution.
  23. #ifndef DFPSR_GEOMETRY_VECTOR_METHODS
  24. #define DFPSR_GEOMETRY_VECTOR_METHODS
  25. #include <stdint.h>
  26. #include <cassert>
  27. #include <math.h>
  28. #include "../api/stringAPI.h"
  29. // Since using templates for vector operands may include unwanted function
  30. // definitions that does not make any sense and will crash when called,
  31. // these macros allow picking specific methods that make sense for the element
  32. // type and asserting that they can all be called in all possible combinations.
  33. #define VECTOR_BODY_2D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \
  34. ELEMENT_TYPE x, y; \
  35. VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE) {} \
  36. VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y) : x(x), y(y) {} \
  37. explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s) {} \
  38. ELEMENT_TYPE& operator[] (int index) { \
  39. assert(index >= 0 || index < 2); \
  40. if (index <= 0) { \
  41. return this->x; \
  42. } else { \
  43. return this->y; \
  44. } \
  45. }
  46. #define VECTOR_BODY_3D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \
  47. ELEMENT_TYPE x, y, z; \
  48. VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE), z(DEFAULT_VALUE) {} \
  49. VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y, ELEMENT_TYPE z) : x(x), y(y), z(z) {} \
  50. explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s), z(s) {} \
  51. ELEMENT_TYPE& operator[] (int index) { \
  52. assert(index >= 0 || index < 3); \
  53. if (index <= 0) { \
  54. return this->x; \
  55. } else if (index == 1) { \
  56. return this->y; \
  57. } else { \
  58. return this->z; \
  59. } \
  60. }
  61. #define VECTOR_BODY_4D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \
  62. ELEMENT_TYPE x, y, z, w; \
  63. VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE), z(DEFAULT_VALUE), w(DEFAULT_VALUE) {} \
  64. VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y, ELEMENT_TYPE z, ELEMENT_TYPE w) : x(x), y(y), z(z), w(w) {} \
  65. explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s), z(s), w(s) {} \
  66. ELEMENT_TYPE& operator[] (int index) { \
  67. assert(index >= 0 || index < 4); \
  68. if (index <= 0) { \
  69. return this->x; \
  70. } else if (index == 1) { \
  71. return this->y; \
  72. } else if (index == 2) { \
  73. return this->z; \
  74. } else { \
  75. return this->w; \
  76. } \
  77. }
  78. #define OPERATORS_2D(VECTOR_TYPE, ELEMENT_TYPE) \
  79. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  80. return VECTOR_TYPE(left.x + right.x, left.y + right.y); \
  81. } \
  82. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  83. return VECTOR_TYPE(left.x + right, left.y + right); \
  84. } \
  85. inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  86. return VECTOR_TYPE(left + right.x, left + right.y); \
  87. } \
  88. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  89. return VECTOR_TYPE(left.x - right.x, left.y - right.y); \
  90. } \
  91. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  92. return VECTOR_TYPE(left.x - right, left.y - right); \
  93. } \
  94. inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  95. return VECTOR_TYPE(left - right.x, left - right.y); \
  96. } \
  97. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  98. return VECTOR_TYPE(left.x * right.x, left.y * right.y); \
  99. } \
  100. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  101. return VECTOR_TYPE(left.x * right, left.y * right); \
  102. } \
  103. inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  104. return VECTOR_TYPE(left * right.x, left * right.y); \
  105. } \
  106. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  107. return VECTOR_TYPE(left.x / right.x, left.y / right.y); \
  108. } \
  109. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  110. return VECTOR_TYPE(left.x / right, left.y / right); \
  111. } \
  112. inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  113. return VECTOR_TYPE(left / right.x, left / right.y); \
  114. }
  115. #define OPERATORS_3D(VECTOR_TYPE, ELEMENT_TYPE) \
  116. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  117. return VECTOR_TYPE(left.x + right.x, left.y + right.y, left.z + right.z); \
  118. } \
  119. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  120. return VECTOR_TYPE(left.x + right, left.y + right, left.z + right); \
  121. } \
  122. inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  123. return VECTOR_TYPE(left + right.x, left + right.y, left + right.z); \
  124. } \
  125. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  126. return VECTOR_TYPE(left.x - right.x, left.y - right.y, left.z - right.z); \
  127. } \
  128. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  129. return VECTOR_TYPE(left.x - right, left.y - right, left.z - right); \
  130. } \
  131. inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  132. return VECTOR_TYPE(left - right.x, left - right.y, left - right.z); \
  133. } \
  134. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  135. return VECTOR_TYPE(left.x * right.x, left.y * right.y, left.z * right.z); \
  136. } \
  137. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  138. return VECTOR_TYPE(left.x * right, left.y * right, left.z * right); \
  139. } \
  140. inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  141. return VECTOR_TYPE(left * right.x, left * right.y, left * right.z); \
  142. } \
  143. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  144. return VECTOR_TYPE(left.x / right.x, left.y / right.y, left.z / right.z); \
  145. } \
  146. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  147. return VECTOR_TYPE(left.x / right, left.y / right, left.z / right); \
  148. } \
  149. inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  150. return VECTOR_TYPE(left / right.x, left / right.y, left / right.z); \
  151. }
  152. #define OPERATORS_4D(VECTOR_TYPE, ELEMENT_TYPE) \
  153. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  154. return VECTOR_TYPE(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w); \
  155. } \
  156. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  157. return VECTOR_TYPE(left.x + right, left.y + right, left.z + right, left.w + right); \
  158. } \
  159. inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  160. return VECTOR_TYPE(left + right.x, left + right.y, left + right.z, left + right.w); \
  161. } \
  162. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  163. return VECTOR_TYPE(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w); \
  164. } \
  165. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  166. return VECTOR_TYPE(left.x - right, left.y - right, left.z - right, left.w - right); \
  167. } \
  168. inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  169. return VECTOR_TYPE(left - right.x, left - right.y, left - right.z, left - right.w); \
  170. } \
  171. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  172. return VECTOR_TYPE(left.x * right.x, left.y * right.y, left.z * right.z, left.w * right.w); \
  173. } \
  174. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  175. return VECTOR_TYPE(left.x * right, left.y * right, left.z * right, left.w * right); \
  176. } \
  177. inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  178. return VECTOR_TYPE(left * right.x, left * right.y, left * right.z, left * right.w); \
  179. } \
  180. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  181. return VECTOR_TYPE(left.x / right.x, left.y / right.y, left.z / right.z, left.w / right.w); \
  182. } \
  183. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  184. return VECTOR_TYPE(left.x / right, left.y / right, left.z / right, left.w / right); \
  185. } \
  186. inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  187. return VECTOR_TYPE(left / right.x, left / right.y, left / right.z, left / right.w); \
  188. }
  189. #define SIGNED_OPERATORS_2D(VECTOR_TYPE, ELEMENT_TYPE) \
  190. inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \
  191. return VECTOR_TYPE(-v.x, -v.y); \
  192. }
  193. #define SIGNED_OPERATORS_3D(VECTOR_TYPE, ELEMENT_TYPE) \
  194. inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \
  195. return VECTOR_TYPE(-v.x, -v.y, -v.z); \
  196. }
  197. #define SIGNED_OPERATORS_4D(VECTOR_TYPE, ELEMENT_TYPE) \
  198. inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \
  199. return VECTOR_TYPE(-v.x, -v.y, -v.z, -v.w); \
  200. }
  201. #define OPPOSITE_COMPARE_2D(VECTOR_TYPE) \
  202. inline bool operator!=(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  203. return !(left == right); \
  204. }
  205. #define EXACT_COMPARE_2D(VECTOR_TYPE) \
  206. inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  207. return left.x == right.x && left.y == right.y; \
  208. } \
  209. OPPOSITE_COMPARE_2D(VECTOR_TYPE)
  210. #define EXACT_COMPARE_3D(VECTOR_TYPE) \
  211. inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  212. return left.x == right.x && left.y == right.y && left.z == right.z; \
  213. } \
  214. OPPOSITE_COMPARE_2D(VECTOR_TYPE)
  215. #define EXACT_COMPARE_4D(VECTOR_TYPE) \
  216. inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  217. return left.x == right.x && left.y == right.y && left.z == right.z && left.w == right.w; \
  218. } \
  219. OPPOSITE_COMPARE_2D(VECTOR_TYPE)
  220. #define SERIALIZATION_2D(VECTOR_TYPE) \
  221. inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \
  222. string_append(target, indentation, source.x, U",", source.y); \
  223. return target; \
  224. }
  225. #define SERIALIZATION_3D(VECTOR_TYPE) \
  226. inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \
  227. string_append(target, indentation, source.x, U",", source.y, U",", source.z); \
  228. return target; \
  229. }
  230. #define SERIALIZATION_4D(VECTOR_TYPE) \
  231. inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \
  232. string_append(target, indentation, source.x, U",", source.y, U",", source.z, U",", source.w); \
  233. return target; \
  234. }
  235. #endif