xmake.repo/packages/n/noesis/latest/Include/NsMath/Vector.h
2024-12-22 19:15:02 +08:00

239 lines
6.9 KiB
C++

////////////////////////////////////////////////////////////////////////////////////////////////////
// NoesisGUI - http://www.noesisengine.com
// Copyright (c) 2013 Noesis Technologies S.L. All Rights Reserved.
////////////////////////////////////////////////////////////////////////////////////////////////////
#ifndef __MATH_VECTOR_H__
#define __MATH_VECTOR_H__
#include <NsCore/Noesis.h>
#include <NsCore/StringFwd.h>
#include <NsCore/ReflectionImplement.h>
#include <NsMath/VectorMathApi.h>
namespace Noesis
{
////////////////////////////////////////////////////////////////////////////////////////////////////
/// 2D Vector
////////////////////////////////////////////////////////////////////////////////////////////////////
struct Vector2
{
float x;
float y;
/// Constructors
Vector2() = default;
Vector2(const Vector2& v) = default;
Vector2(float x, float y);
Vector2(const float* values);
/// Accessors
float& operator[](uint32_t i);
float operator[](uint32_t i) const;
const float* GetData() const;
/// In-Place operators
Vector2& operator=(const Vector2& v) = default;
Vector2& operator+=(const Vector2& v);
Vector2& operator-=(const Vector2& v);
Vector2& operator*=(float v);
Vector2& operator/=(float v);
/// Logic operators
bool operator==(const Vector2& v) const;
bool operator!=(const Vector2& v) const;
/// Constants
static Vector2 Zero();
static Vector2 XAxis();
static Vector2 YAxis();
/// Returns a string that represents the current vector
NS_MATH_VECTORMATH_API String ToString() const;
NS_IMPLEMENT_INLINE_REFLECTION(Vector2, NoParent)
{
NsProp("X", &Vector2::x);
NsProp("Y", &Vector2::y);
}
};
float Length(const Vector2& v);
float LengthSquared(const Vector2& v);
Vector2 Normalize(const Vector2& v);
Vector2 PerpendicularCCW(const Vector2& v);
Vector2 PerpendicularCW(const Vector2& v);
Vector2 Perpendicular(const Vector2& v, bool cw);
float Dot(const Vector2& v0, const Vector2& v1);
float PerpDot(const Vector2& v0, const Vector2& v1);
const Vector2 Lerp(const Vector2& v0, const Vector2& v1, float t);
/// Returns the signed angle between two vectors
float SignedAngle(const Vector2& v0, const Vector2& v1);
/// Operators
const Vector2 operator+(const Vector2& v);
const Vector2 operator-(const Vector2& v);
const Vector2 operator+(const Vector2& v0, const Vector2& v1);
const Vector2 operator-(const Vector2& v0, const Vector2& v1);
const Vector2 operator*(const Vector2& v, float f);
const Vector2 operator*(float f, const Vector2& v);
const Vector2 operator/(const Vector2& v, float f);
////////////////////////////////////////////////////////////////////////////////////////////////////
/// 3D Vector
////////////////////////////////////////////////////////////////////////////////////////////////////
struct Vector3
{
float x;
float y;
float z;
/// Constructors
Vector3() = default;
Vector3(const Vector3& v) = default;
Vector3(float x, float y, float z);
Vector3(const float* values);
Vector3(const Vector2& v, float z);
/// Accessors
float& operator[](uint32_t i);
float operator[](uint32_t i) const;
const float* GetData() const;
Vector2 XY() const;
Vector2 XZ() const;
Vector2 YZ() const;
/// In-Place operators
Vector3& operator=(const Vector3& v) = default;
Vector3& operator+=(const Vector3& v);
Vector3& operator-=(const Vector3& v);
Vector3& operator*=(float v);
Vector3& operator/=(float v);
/// Logic operators
bool operator==(const Vector3& v) const;
bool operator!=(const Vector3& v) const;
/// Constants
static Vector3 Zero();
static Vector3 XAxis();
static Vector3 YAxis();
static Vector3 ZAxis();
/// Returns a string that represents the current vector
NS_MATH_VECTORMATH_API String ToString() const;
NS_IMPLEMENT_INLINE_REFLECTION(Vector3, NoParent)
{
NsProp("X", &Vector3::x);
NsProp("Y", &Vector3::y);
NsProp("Z", &Vector3::z);
}
};
float Length(const Vector3& v);
float LengthSquared(const Vector3& v);
Vector3 Normalize(const Vector3& v);
Vector2 Project(const Vector3& v);
float Dot(const Vector3& v0, const Vector3& v1);
Vector3 Cross(const Vector3& v0, const Vector3& v1);
/// Operators
const Vector3 operator+(const Vector3& v);
const Vector3 operator-(const Vector3& v);
const Vector3 operator+(const Vector3& v0, const Vector3& v1);
const Vector3 operator-(const Vector3& v0, const Vector3& v1);
const Vector3 operator*(const Vector3& v, float f);
const Vector3 operator*(float f, const Vector3& v);
const Vector3 operator/(const Vector3& v, float f);
////////////////////////////////////////////////////////////////////////////////////////////////////
/// 4D Vector
////////////////////////////////////////////////////////////////////////////////////////////////////
struct Vector4
{
float x;
float y;
float z;
float w;
/// Constructors
Vector4() = default;
Vector4(const Vector4& v) = default;
Vector4(float x, float y, float z, float w);
Vector4(const float* values);
Vector4(const Vector3& v, float w);
Vector4(const Vector2& v, float z, float w);
/// Accessors
float& operator[](uint32_t i);
float operator[](uint32_t i) const;
const float* GetData() const;
Vector2 XY() const;
Vector2 XZ() const;
Vector2 XW() const;
Vector2 YZ() const;
Vector2 YW() const;
Vector3 XYZ() const;
Vector3 XYW() const;
/// In-Place operators
Vector4& operator=(const Vector4& v) = default;
Vector4& operator+=(const Vector4& v);
Vector4& operator-=(const Vector4& v);
Vector4& operator*=(float v);
Vector4& operator/=(float v);
/// Logic operators
inline bool operator==(const Vector4& v) const;
inline bool operator!=(const Vector4& v) const;
/// Constants
static Vector4 Zero();
static Vector4 XAxis();
static Vector4 YAxis();
static Vector4 ZAxis();
static Vector4 WAxis();
/// Returns a string that represents the current vector
NS_MATH_VECTORMATH_API String ToString() const;
NS_IMPLEMENT_INLINE_REFLECTION(Vector4, NoParent)
{
NsProp("X", &Vector4::x);
NsProp("Y", &Vector4::y);
NsProp("Z", &Vector4::z);
NsProp("W", &Vector4::w);
}
};
float Length(const Vector4& v);
float LengthSquared(const Vector4& v);
Vector4 Normalize(const Vector4& v);
Vector3 Project(const Vector4& v);
float Dot(const Vector4& v0, const Vector4& v1);
/// Operators
const Vector4 operator+(const Vector4& v);
const Vector4 operator-(const Vector4& v);
const Vector4 operator+(const Vector4& v0, const Vector4& v1);
const Vector4 operator-(const Vector4& v0, const Vector4& v1);
const Vector4 operator*(const Vector4& v, float f);
const Vector4 operator*(float f, const Vector4& v);
const Vector4 operator/(const Vector4& v, float f);
}
#include <NsMath/Vector.inl>
#endif