libostd/ostd/vecmath.hh

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/* Vector math for OctaSTD.
*
* This file is part of OctaSTD. See COPYING.md for futher information.
*/
#ifndef OSTD_VECMATH_HH
#define OSTD_VECMATH_HH
#include "ostd/types.hh"
namespace ostd {
template<typename T>
struct Vec2 {
union {
struct { T x, y; };
T value[2];
};
Vec2(): x(0), y(0) {}
Vec2(const Vec2 &v): x(v.x), y(v.y) {}
Vec2(T v): x(v), y(v) {}
Vec2(T x, T y): x(x), y(y) {}
T &operator[](Size idx) { return value[idx]; }
T operator[](Size idx) const { return value[idx]; }
};
template<typename T>
inline bool operator==(const Vec2<T> &a, const Vec2<T> &b) {
return (a.x == b.x) && (a.y == b.y);
}
template<typename T>
inline bool operator!=(const Vec2<T> &a, const Vec2<T> &b) {
return (a.x != b.x) || (a.y != b.y);
}
using Vec2f = Vec2<float>;
using Vec2d = Vec2<double>;
using Vec2b = Vec2<byte>;
using Vec2s = Vec2<short>;
using Vec2i = Vec2<int>;
template<typename T>
struct Vec3 {
union {
struct { T x, y, z; };
struct { T r, g, b; };
T value[3];
};
Vec3(): x(0), y(0), z(0) {}
Vec3(const Vec3 &v): x(v.x), y(v.y), z(v.z) {}
Vec3(T v): x(v), y(v), z(v) {}
Vec3(T x, T y, T z): x(x), y(y), z(z) {}
};
template<typename T>
inline bool operator==(const Vec3<T> &a, const Vec3<T> &b) {
return (a.x == b.x) && (a.y == b.y) && (a.z == b.z);
}
template<typename T>
inline bool operator!=(const Vec3<T> &a, const Vec3<T> &b) {
return (a.x != b.x) || (a.y != b.y) || (a.z != b.z);
}
using Vec3f = Vec3<float>;
using Vec3d = Vec3<double>;
using Vec3b = Vec3<byte>;
using Vec3s = Vec3<short>;
using Vec3i = Vec3<int>;
template<typename T>
struct Vec4 {
union {
struct { T x, y, z, w; };
struct { T r, g, b, a; };
T value[4];
};
Vec4(): x(0), y(0), z(0), w(0) {}
Vec4(const Vec3 &v): x(v.x), y(v.y), z(v.z), w(v.w) {}
Vec4(T v): x(v), y(v), z(v), w(v) {}
Vec4(T x, T y, T z, T w): x(x), y(y), z(z), w(w) {}
};
template<typename T>
inline bool operator==(const Vec4<T> &a, const Vec4<T> &b) {
return (a.x == b.x) && (a.y == b.y) && (a.z == b.z) && (a.w == b.w);
}
template<typename T>
inline bool operator!=(const Vec4<T> &a, const Vec4<T> &b) {
return (a.x != b.x) || (a.y != b.y) || (a.z != b.z) || (a.w != b.w);
}
using Vec4f = Vec4<float>;
using Vec4d = Vec4<double>;
using Vec4b = Vec4<byte>;
using Vec4s = Vec4<short>;
using Vec4i = Vec4<int>;
} /* namespace ostd */
#endif