vectorMethods.h 13 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 <cstdint>
  26. #include <cassert>
  27. #include <cmath>
  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. inline VECTOR_TYPE& operator+=(const VECTOR_TYPE &offset) { \
  47. this->x += offset.x; \
  48. this->y += offset.y; \
  49. return *this; \
  50. } \
  51. inline VECTOR_TYPE& operator+=(const ELEMENT_TYPE &offset) { \
  52. this->x += offset; \
  53. this->y += offset; \
  54. return *this; \
  55. } \
  56. inline VECTOR_TYPE& operator-=(const VECTOR_TYPE &offset) { \
  57. this->x -= offset.x; \
  58. this->y -= offset.y; \
  59. return *this; \
  60. } \
  61. inline VECTOR_TYPE& operator-=(const ELEMENT_TYPE &offset) { \
  62. this->x -= offset; \
  63. this->y -= offset; \
  64. return *this; \
  65. }
  66. #define VECTOR_BODY_3D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \
  67. ELEMENT_TYPE x, y, z; \
  68. VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE), z(DEFAULT_VALUE) {} \
  69. VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y, ELEMENT_TYPE z) : x(x), y(y), z(z) {} \
  70. explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s), z(s) {} \
  71. ELEMENT_TYPE& operator[] (int index) { \
  72. assert(index >= 0 || index < 3); \
  73. if (index <= 0) { \
  74. return this->x; \
  75. } else if (index == 1) { \
  76. return this->y; \
  77. } else { \
  78. return this->z; \
  79. } \
  80. } \
  81. inline VECTOR_TYPE& operator+=(const VECTOR_TYPE &offset) { \
  82. this->x += offset.x; \
  83. this->y += offset.y; \
  84. this->z += offset.z; \
  85. return *this; \
  86. } \
  87. inline VECTOR_TYPE& operator+=(const ELEMENT_TYPE &offset) { \
  88. this->x += offset; \
  89. this->y += offset; \
  90. this->z += offset; \
  91. return *this; \
  92. } \
  93. inline VECTOR_TYPE& operator-=(const VECTOR_TYPE &offset) { \
  94. this->x -= offset.x; \
  95. this->y -= offset.y; \
  96. this->z -= offset.z; \
  97. return *this; \
  98. } \
  99. inline VECTOR_TYPE& operator-=(const ELEMENT_TYPE &offset) { \
  100. this->x -= offset; \
  101. this->y -= offset; \
  102. this->z -= offset; \
  103. return *this; \
  104. }
  105. #define VECTOR_BODY_4D(VECTOR_TYPE, ELEMENT_TYPE, DEFAULT_VALUE) \
  106. ELEMENT_TYPE x, y, z, w; \
  107. VECTOR_TYPE() : x(DEFAULT_VALUE), y(DEFAULT_VALUE), z(DEFAULT_VALUE), w(DEFAULT_VALUE) {} \
  108. VECTOR_TYPE(ELEMENT_TYPE x, ELEMENT_TYPE y, ELEMENT_TYPE z, ELEMENT_TYPE w) : x(x), y(y), z(z), w(w) {} \
  109. explicit VECTOR_TYPE(ELEMENT_TYPE s) : x(s), y(s), z(s), w(s) {} \
  110. ELEMENT_TYPE& operator[] (int index) { \
  111. assert(index >= 0 || index < 4); \
  112. if (index <= 0) { \
  113. return this->x; \
  114. } else if (index == 1) { \
  115. return this->y; \
  116. } else if (index == 2) { \
  117. return this->z; \
  118. } else { \
  119. return this->w; \
  120. } \
  121. } \
  122. inline VECTOR_TYPE& operator+=(const VECTOR_TYPE &offset) { \
  123. this->x += offset.x; \
  124. this->y += offset.y; \
  125. this->z += offset.z; \
  126. this->w += offset.w; \
  127. return *this; \
  128. } \
  129. inline VECTOR_TYPE& operator+=(const ELEMENT_TYPE &offset) { \
  130. this->x += offset; \
  131. this->y += offset; \
  132. this->z += offset; \
  133. this->w += offset; \
  134. return *this; \
  135. } \
  136. inline VECTOR_TYPE& operator-=(const VECTOR_TYPE &offset) { \
  137. this->x -= offset.x; \
  138. this->y -= offset.y; \
  139. this->z -= offset.z; \
  140. this->w -= offset.w; \
  141. return *this; \
  142. } \
  143. inline VECTOR_TYPE& operator-=(const ELEMENT_TYPE &offset) { \
  144. this->x -= offset; \
  145. this->y -= offset; \
  146. this->z -= offset; \
  147. this->w -= offset; \
  148. return *this; \
  149. }
  150. #define OPERATORS_2D(VECTOR_TYPE, ELEMENT_TYPE) \
  151. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  152. return VECTOR_TYPE(left.x + right.x, left.y + right.y); \
  153. } \
  154. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  155. return VECTOR_TYPE(left.x + right, left.y + right); \
  156. } \
  157. inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  158. return VECTOR_TYPE(left + right.x, left + right.y); \
  159. } \
  160. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  161. return VECTOR_TYPE(left.x - right.x, left.y - right.y); \
  162. } \
  163. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  164. return VECTOR_TYPE(left.x - right, left.y - right); \
  165. } \
  166. inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  167. return VECTOR_TYPE(left - right.x, left - right.y); \
  168. } \
  169. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  170. return VECTOR_TYPE(left.x * right.x, left.y * right.y); \
  171. } \
  172. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  173. return VECTOR_TYPE(left.x * right, left.y * right); \
  174. } \
  175. inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  176. return VECTOR_TYPE(left * right.x, left * right.y); \
  177. } \
  178. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  179. return VECTOR_TYPE(left.x / right.x, left.y / right.y); \
  180. } \
  181. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  182. return VECTOR_TYPE(left.x / right, left.y / right); \
  183. } \
  184. inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  185. return VECTOR_TYPE(left / right.x, left / right.y); \
  186. }
  187. #define OPERATORS_3D(VECTOR_TYPE, ELEMENT_TYPE) \
  188. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  189. return VECTOR_TYPE(left.x + right.x, left.y + right.y, left.z + right.z); \
  190. } \
  191. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  192. return VECTOR_TYPE(left.x + right, left.y + right, left.z + right); \
  193. } \
  194. inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  195. return VECTOR_TYPE(left + right.x, left + right.y, left + right.z); \
  196. } \
  197. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  198. return VECTOR_TYPE(left.x - right.x, left.y - right.y, left.z - right.z); \
  199. } \
  200. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  201. return VECTOR_TYPE(left.x - right, left.y - right, left.z - right); \
  202. } \
  203. inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  204. return VECTOR_TYPE(left - right.x, left - right.y, left - right.z); \
  205. } \
  206. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  207. return VECTOR_TYPE(left.x * right.x, left.y * right.y, left.z * right.z); \
  208. } \
  209. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  210. return VECTOR_TYPE(left.x * right, left.y * right, left.z * right); \
  211. } \
  212. inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  213. return VECTOR_TYPE(left * right.x, left * right.y, left * right.z); \
  214. } \
  215. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  216. return VECTOR_TYPE(left.x / right.x, left.y / right.y, left.z / right.z); \
  217. } \
  218. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  219. return VECTOR_TYPE(left.x / right, left.y / right, left.z / right); \
  220. } \
  221. inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  222. return VECTOR_TYPE(left / right.x, left / right.y, left / right.z); \
  223. }
  224. #define OPERATORS_4D(VECTOR_TYPE, ELEMENT_TYPE) \
  225. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  226. return VECTOR_TYPE(left.x + right.x, left.y + right.y, left.z + right.z, left.w + right.w); \
  227. } \
  228. inline VECTOR_TYPE operator+(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  229. return VECTOR_TYPE(left.x + right, left.y + right, left.z + right, left.w + right); \
  230. } \
  231. inline VECTOR_TYPE operator+(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  232. return VECTOR_TYPE(left + right.x, left + right.y, left + right.z, left + right.w); \
  233. } \
  234. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  235. return VECTOR_TYPE(left.x - right.x, left.y - right.y, left.z - right.z, left.w - right.w); \
  236. } \
  237. inline VECTOR_TYPE operator-(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  238. return VECTOR_TYPE(left.x - right, left.y - right, left.z - right, left.w - right); \
  239. } \
  240. inline VECTOR_TYPE operator-(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  241. return VECTOR_TYPE(left - right.x, left - right.y, left - right.z, left - right.w); \
  242. } \
  243. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  244. return VECTOR_TYPE(left.x * right.x, left.y * right.y, left.z * right.z, left.w * right.w); \
  245. } \
  246. inline VECTOR_TYPE operator*(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  247. return VECTOR_TYPE(left.x * right, left.y * right, left.z * right, left.w * right); \
  248. } \
  249. inline VECTOR_TYPE operator*(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  250. return VECTOR_TYPE(left * right.x, left * right.y, left * right.z, left * right.w); \
  251. } \
  252. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  253. return VECTOR_TYPE(left.x / right.x, left.y / right.y, left.z / right.z, left.w / right.w); \
  254. } \
  255. inline VECTOR_TYPE operator/(const VECTOR_TYPE &left, ELEMENT_TYPE right) { \
  256. return VECTOR_TYPE(left.x / right, left.y / right, left.z / right, left.w / right); \
  257. } \
  258. inline VECTOR_TYPE operator/(ELEMENT_TYPE left, const VECTOR_TYPE &right) { \
  259. return VECTOR_TYPE(left / right.x, left / right.y, left / right.z, left / right.w); \
  260. }
  261. #define SIGNED_OPERATORS_2D(VECTOR_TYPE, ELEMENT_TYPE) \
  262. inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \
  263. return VECTOR_TYPE(-v.x, -v.y); \
  264. }
  265. #define SIGNED_OPERATORS_3D(VECTOR_TYPE, ELEMENT_TYPE) \
  266. inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \
  267. return VECTOR_TYPE(-v.x, -v.y, -v.z); \
  268. }
  269. #define SIGNED_OPERATORS_4D(VECTOR_TYPE, ELEMENT_TYPE) \
  270. inline VECTOR_TYPE operator-(const VECTOR_TYPE &v) { \
  271. return VECTOR_TYPE(-v.x, -v.y, -v.z, -v.w); \
  272. }
  273. #define OPPOSITE_COMPARE_2D(VECTOR_TYPE) \
  274. inline bool operator!=(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  275. return !(left == right); \
  276. }
  277. #define EXACT_COMPARE_2D(VECTOR_TYPE) \
  278. inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  279. return left.x == right.x && left.y == right.y; \
  280. } \
  281. OPPOSITE_COMPARE_2D(VECTOR_TYPE)
  282. #define EXACT_COMPARE_3D(VECTOR_TYPE) \
  283. inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  284. return left.x == right.x && left.y == right.y && left.z == right.z; \
  285. } \
  286. OPPOSITE_COMPARE_2D(VECTOR_TYPE)
  287. #define EXACT_COMPARE_4D(VECTOR_TYPE) \
  288. inline bool operator==(const VECTOR_TYPE &left, const VECTOR_TYPE &right) { \
  289. return left.x == right.x && left.y == right.y && left.z == right.z && left.w == right.w; \
  290. } \
  291. OPPOSITE_COMPARE_2D(VECTOR_TYPE)
  292. #define SERIALIZATION_2D(VECTOR_TYPE) \
  293. inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \
  294. string_append(target, indentation, source.x, U", ", source.y); \
  295. return target; \
  296. }
  297. #define SERIALIZATION_3D(VECTOR_TYPE) \
  298. inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \
  299. string_append(target, indentation, source.x, U", ", source.y, U", ", source.z); \
  300. return target; \
  301. }
  302. #define SERIALIZATION_4D(VECTOR_TYPE) \
  303. inline String& string_toStreamIndented(String& target, const VECTOR_TYPE& source, const ReadableString& indentation) { \
  304. string_append(target, indentation, source.x, U", ", source.y, U", ", source.z, U", ", source.w); \
  305. return target; \
  306. }
  307. #endif