#pragma once #include #include class vec2_t { public: vec2_t( ) { x = y = 0.0f; } vec2_t( float X, float Y ) { x = X; y = Y; } vec2_t( float* v ) { x = v[ 0 ]; y = v[ 1 ]; } vec2_t( const float* v ) { x = v[ 0 ]; y = v[ 1 ]; } vec2_t( const vec2_t& v ) { x = v.x; y = v.y; } vec2_t& operator=( const vec2_t& v ) { x = v.x; y = v.y; return *this; } float& operator[]( int i ) { return ( ( float* )this )[ i ]; } float operator[]( int i ) const { return ( ( float* )this )[ i ]; } vec2_t& operator+=( const vec2_t& v ) { x += v.x; y += v.y; return *this; } vec2_t& operator-=( const vec2_t& v ) { x -= v.x; y -= v.y; return *this; } vec2_t& operator*=( const vec2_t& v ) { x *= v.x; y *= v.y; return *this; } vec2_t& operator/=( const vec2_t& v ) { x /= v.x; y /= v.y; return *this; } vec2_t& operator+=( float v ) { x += v; y += v; return *this; } vec2_t& operator-=( float v ) { x -= v; y -= v; return *this; } vec2_t& operator*=( float v ) { x *= v; y *= v; return *this; } vec2_t& operator/=( float v ) { x /= v; y /= v; return *this; } vec2_t operator+( const vec2_t& v ) const { return vec2_t( x + v.x, y + v.y ); } vec2_t operator-( const vec2_t& v ) const { return vec2_t( x - v.x, y - v.y ); } vec2_t operator*( const vec2_t& v ) const { return vec2_t( x * v.x, y * v.y ); } vec2_t operator/( const vec2_t& v ) const { return vec2_t( x / v.x, y / v.y ); } vec2_t operator+( float v ) const { return vec2_t( x + v, y + v ); } vec2_t operator-( float v ) const { return vec2_t( x - v, y - v ); } vec2_t operator*( float v ) const { return vec2_t( x * v, y * v ); } vec2_t operator/( float v ) const { return vec2_t( x / v, y / v ); } void set( float X = 0.0f, float Y = 0.0f ) { x = X; y = Y; } float length( void ) const { return sqrtf( x * x + y * y ); } float lengthsqr( void ) const { return ( x * x + y * y ); } float dist_to( const vec2_t& v ) const { return ( *this - v ).length( ); } float dist_to_sqr( const vec2_t& v ) const { return ( *this - v ).lengthsqr( ); } float dot( const vec2_t& v ) const { return ( x * v.x + y * v.y ); } bool is_zero( void ) const { return ( x > -FLT_EPSILON && x < FLT_EPSILON && y > -FLT_EPSILON && y < FLT_EPSILON ); } operator bool( ) const noexcept { return !is_zero( ); } public: float x, y; }; class vec3_t { public: vec3_t( ) { x = y = z = 0.0f; } vec3_t( float X, float Y, float Z ) { x = X; y = Y; z = Z; } vec3_t( float* v ) { x = v[ 0 ]; y = v[ 1 ]; z = v[ 2 ]; } vec3_t( const float* v ) { x = v[ 0 ]; y = v[ 1 ]; z = v[ 2 ]; } vec3_t( const vec3_t& v ) { x = v.x; y = v.y; z = v.z; } vec3_t( const vec2_t& v ) { x = v.x; y = v.y; z = 0.0f; } __forceinline vec3_t& operator=( const vec3_t& v ) { x = v.x; y = v.y; z = v.z; return *this; } __forceinline vec3_t& operator=( const vec2_t& v ) { x = v.x; y = v.y; z = 0.0f; return *this; } float& operator[]( int i ) { return ( ( float* )this )[ i ]; } __forceinline float operator[]( int i ) const { return ( ( float* )this )[ i ]; } vec3_t& operator+=( const vec3_t& v ) { x += v.x; y += v.y; z += v.z; return *this; } vec3_t& operator-=( const vec3_t& v ) { x -= v.x; y -= v.y; z -= v.z; return *this; } vec3_t& operator*=( const vec3_t& v ) { x *= v.x; y *= v.y; z *= v.z; return *this; } vec3_t& operator/=( const vec3_t& v ) { x /= v.x; y /= v.y; z /= v.z; return *this; } vec3_t& operator+=( float v ) { x += v; y += v; z += v; return *this; } vec3_t& operator-=( float v ) { x -= v; y -= v; z -= v; return *this; } vec3_t& operator*=( float v ) { x *= v; y *= v; z *= v; return *this; } vec3_t& operator/=( float v ) { x /= v; y /= v; z /= v; return *this; } __forceinline vec3_t operator+( const vec3_t& v ) const { return vec3_t( x + v.x, y + v.y, z + v.z ); } __forceinline vec3_t operator-( const vec3_t& v ) const { return vec3_t( x - v.x, y - v.y, z - v.z ); } __forceinline vec3_t operator*( const vec3_t& v ) const { return vec3_t( x * v.x, y * v.y, z * v.z ); } __forceinline vec3_t operator/( const vec3_t& v ) const { return vec3_t( x / v.x, y / v.y, z / v.z ); } __forceinline vec3_t operator+( float v ) const { return vec3_t( x + v, y + v, z + v ); } __forceinline vec3_t operator-( float v ) const { return vec3_t( x - v, y - v, z - v ); } __forceinline vec3_t operator*( float v ) const { return vec3_t( x * v, y * v, z * v ); } __forceinline vec3_t operator/( float v ) const { return vec3_t( x / v, y / v, z / v ); } __forceinline float length( ) const { return sqrtf( x * x + y * y + z * z ); } __forceinline float lengthsqr( ) const { return ( x * x + y * y + z * z ); } __forceinline float length2d( ) const { return sqrtf( x * x + y * y ); } __forceinline float length2dsqr( ) const { return ( x * x + y * y ); } __forceinline float dist_to( const vec3_t& v ) const { return ( *this - v ).length( ); } __forceinline float dist_to_sqr( const vec3_t& v ) const { return ( *this - v ).lengthsqr( ); } __forceinline float dot( const vec3_t& v ) const { return ( x * v.x + y * v.y + z * v.z ); } __forceinline float fov_to( const vec3_t& to ) { const float from_length = length( ); const float to_length = to.length( ); if( from_length && to_length ) { return acos( dot( to ) / from_length * to_length ); } return 0.f; } vec3_t cross( const vec3_t& v ) const { return vec3_t( y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x ); } bool is_zero( ) const { return ( x > -FLT_EPSILON && x < FLT_EPSILON && y > -FLT_EPSILON && y < FLT_EPSILON && z > -FLT_EPSILON && z < FLT_EPSILON ); } operator bool( ) const { return !is_zero( ); } inline void normalize_vector( ) { vec3_t& v = *this; float iradius = 1.f / ( this->length( ) + FLT_EPSILON ); //FLT_EPSILON v.x *= iradius; v.y *= iradius; v.z *= iradius; } vec3_t abs( ) const { return vec3_t{ std::abs( x ), std::abs( y ), std::abs( z ) }; } vec3_t clamp( ) { for ( size_t axis{ }; axis < 2; axis++ ) { auto &cur_axis = operator[]( axis ); if ( !std::isfinite( cur_axis ) ) { cur_axis = 0.f; } } x = std::clamp( x, -89.f, 89.f ); y = std::clamp( std::remainder( y, 360.f ), -180.f, 180.f ); z = 0.f; return *this; } public: float x, y, z; }; __forceinline vec3_t operator*( float f, const vec3_t& v ) { return v * f; }