godot/thirdparty/thekla_atlas/nvmath/Vector.h

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// This code is in the public domain -- castanyo@yahoo.es
#pragma once
#ifndef NV_MATH_VECTOR_H
#define NV_MATH_VECTOR_H
#include "nvmath.h"
namespace nv
{
class NVMATH_CLASS Vector2
{
public:
typedef Vector2 const & Arg;
Vector2();
explicit Vector2(float f);
Vector2(float x, float y);
Vector2(Vector2::Arg v);
//template <typename T> explicit Vector2(const T & v) : x(v.x), y(v.y) {}
//template <typename T> operator T() const { return T(x, y); }
const Vector2 & operator=(Vector2::Arg v);
const float * ptr() const;
void set(float x, float y);
Vector2 operator-() const;
void operator+=(Vector2::Arg v);
void operator-=(Vector2::Arg v);
void operator*=(float s);
void operator*=(Vector2::Arg v);
friend bool operator==(Vector2::Arg a, Vector2::Arg b);
friend bool operator!=(Vector2::Arg a, Vector2::Arg b);
union {
struct {
float x, y;
};
float component[2];
};
};
class NVMATH_CLASS Vector3
{
public:
typedef Vector3 const & Arg;
Vector3();
explicit Vector3(float x);
//explicit Vector3(int x) : x(float(x)), y(float(x)), z(float(x)) {}
Vector3(float x, float y, float z);
Vector3(Vector2::Arg v, float z);
Vector3(Vector3::Arg v);
//template <typename T> explicit Vector3(const T & v) : x(v.x), y(v.y), z(v.z) {}
//template <typename T> operator T() const { return T(x, y, z); }
const Vector3 & operator=(Vector3::Arg v);
Vector2 xy() const;
const float * ptr() const;
void set(float x, float y, float z);
Vector3 operator-() const;
void operator+=(Vector3::Arg v);
void operator-=(Vector3::Arg v);
void operator*=(float s);
void operator/=(float s);
void operator*=(Vector3::Arg v);
void operator/=(Vector3::Arg v);
friend bool operator==(Vector3::Arg a, Vector3::Arg b);
friend bool operator!=(Vector3::Arg a, Vector3::Arg b);
union {
struct {
float x, y, z;
};
float component[3];
};
};
class NVMATH_CLASS Vector4
{
public:
typedef Vector4 const & Arg;
Vector4();
explicit Vector4(float x);
Vector4(float x, float y, float z, float w);
Vector4(Vector2::Arg v, float z, float w);
Vector4(Vector2::Arg v, Vector2::Arg u);
Vector4(Vector3::Arg v, float w);
Vector4(Vector4::Arg v);
// Vector4(const Quaternion & v);
//template <typename T> explicit Vector4(const T & v) : x(v.x), y(v.y), z(v.z), w(v.w) {}
//template <typename T> operator T() const { return T(x, y, z, w); }
const Vector4 & operator=(Vector4::Arg v);
Vector2 xy() const;
Vector2 zw() const;
Vector3 xyz() const;
const float * ptr() const;
void set(float x, float y, float z, float w);
Vector4 operator-() const;
void operator+=(Vector4::Arg v);
void operator-=(Vector4::Arg v);
void operator*=(float s);
void operator/=(float s);
void operator*=(Vector4::Arg v);
void operator/=(Vector4::Arg v);
friend bool operator==(Vector4::Arg a, Vector4::Arg b);
friend bool operator!=(Vector4::Arg a, Vector4::Arg b);
union {
struct {
float x, y, z, w;
};
float component[4];
};
};
} // nv namespace
// If we had these functions, they would be ambiguous, the compiler would not know which one to pick:
//template <typename T> Vector2 to(const T & v) { return Vector2(v.x, v.y); }
//template <typename T> Vector3 to(const T & v) { return Vector3(v.x, v.y, v.z); }
//template <typename T> Vector4 to(const T & v) { return Vector4(v.x, v.y, v.z, v.z); }
// We could use a cast operator so that we could infer the expected type, but that doesn't work the same way in all compilers and produces horrible error messages.
// Instead we simply have explicit casts:
template <typename T> T to(const nv::Vector2 & v) { NV_COMPILER_CHECK(sizeof(T) == sizeof(nv::Vector2)); return T(v.x, v.y); }
template <typename T> T to(const nv::Vector3 & v) { NV_COMPILER_CHECK(sizeof(T) == sizeof(nv::Vector3)); return T(v.x, v.y, v.z); }
template <typename T> T to(const nv::Vector4 & v) { NV_COMPILER_CHECK(sizeof(T) == sizeof(nv::Vector4)); return T(v.x, v.y, v.z, v.w); }
#endif // NV_MATH_VECTOR_H