| 1 | /** |
| 2 | * Copyright (c) 2006-2023 LOVE Development Team |
| 3 | * |
| 4 | * This software is provided 'as-is', without any express or implied |
| 5 | * warranty. In no event will the authors be held liable for any damages |
| 6 | * arising from the use of this software. |
| 7 | * |
| 8 | * Permission is granted to anyone to use this software for any purpose, |
| 9 | * including commercial applications, and to alter it and redistribute it |
| 10 | * freely, subject to the following restrictions: |
| 11 | * |
| 12 | * 1. The origin of this software must not be misrepresented; you must not |
| 13 | * claim that you wrote the original software. If you use this software |
| 14 | * in a product, an acknowledgment in the product documentation would be |
| 15 | * appreciated but is not required. |
| 16 | * 2. Altered source versions must be plainly marked as such, and must not be |
| 17 | * misrepresented as being the original software. |
| 18 | * 3. This notice may not be removed or altered from any source distribution. |
| 19 | **/ |
| 20 | |
| 21 | #ifndef LOVE_VECTOR_H |
| 22 | #define LOVE_VECTOR_H |
| 23 | |
| 24 | // STD |
| 25 | #include <cmath> |
| 26 | |
| 27 | namespace love |
| 28 | { |
| 29 | |
| 30 | // All math operators are component-wise. |
| 31 | struct Vector2 |
| 32 | { |
| 33 | float x, y; |
| 34 | |
| 35 | Vector2() |
| 36 | : x(0.0f), y(0.0f) |
| 37 | {} |
| 38 | |
| 39 | Vector2(float x, float y) |
| 40 | : x(x), y(y) |
| 41 | {} |
| 42 | |
| 43 | Vector2(const Vector2 &v) |
| 44 | : x(v.x), y(v.y) |
| 45 | {} |
| 46 | |
| 47 | float getLength() const; |
| 48 | float getLengthSquare() const; |
| 49 | |
| 50 | /** |
| 51 | * Normalizes the Vector. |
| 52 | * @param length Desired length of the vector. |
| 53 | **/ |
| 54 | void normalize(float length = 1.0f); |
| 55 | |
| 56 | /** |
| 57 | * Gets a vector perpendicular to the Vector. |
| 58 | * To get the true (normalized) normal, use v.getNormal(1.0f / v.getLength()) |
| 59 | **/ |
| 60 | Vector2 getNormal() const; |
| 61 | |
| 62 | /** |
| 63 | * Gets a vector perpendicular to the Vector. |
| 64 | * To get the true (normalized) normal, use v.getNormal(1.0f / v.getLength()) |
| 65 | **/ |
| 66 | Vector2 getNormal(float scale) const; |
| 67 | |
| 68 | static inline float dot(const Vector2 &a, const Vector2 &b); |
| 69 | static inline float cross(const Vector2 &a, const Vector2 &b); |
| 70 | |
| 71 | Vector2 operator + (const Vector2 &v) const; |
| 72 | Vector2 operator - (const Vector2 &v) const; |
| 73 | |
| 74 | Vector2 operator * (float s) const; |
| 75 | Vector2 operator / (float s) const; |
| 76 | |
| 77 | Vector2 operator - () const; |
| 78 | |
| 79 | void operator += (const Vector2 &v); |
| 80 | void operator -= (const Vector2 &v); |
| 81 | |
| 82 | void operator *= (float s); |
| 83 | void operator /= (float s); |
| 84 | |
| 85 | bool operator == (const Vector2 &v) const; |
| 86 | bool operator != (const Vector2 &v) const; |
| 87 | |
| 88 | }; // Vector2 |
| 89 | |
| 90 | |
| 91 | // All math operators are component-wise. |
| 92 | struct Vector3 |
| 93 | { |
| 94 | float x, y, z; |
| 95 | |
| 96 | Vector3() |
| 97 | : x(0.0f), y(0.0f), z(0.0f) |
| 98 | {} |
| 99 | |
| 100 | Vector3(float x, float y, float z) |
| 101 | : x(x), y(y), z(z) |
| 102 | {} |
| 103 | |
| 104 | Vector3(const Vector2 &v, float z = 0.0f) |
| 105 | : x(v.x), y(v.y), z(z) |
| 106 | {} |
| 107 | |
| 108 | float getLength() const; |
| 109 | float getLengthSquare() const; |
| 110 | |
| 111 | /** |
| 112 | * Normalizes the Vector. |
| 113 | * @param length Desired length of the vector. |
| 114 | **/ |
| 115 | void normalize(float length = 1.0); |
| 116 | |
| 117 | static inline float dot(const Vector3 &a, const Vector3 &b); |
| 118 | static inline Vector3 cross(const Vector3 &a, const Vector3 &b); |
| 119 | |
| 120 | Vector3 operator + (const Vector3 &v) const; |
| 121 | Vector3 operator - (const Vector3 &v) const; |
| 122 | |
| 123 | Vector3 operator * (float s) const; |
| 124 | Vector3 operator / (float s) const; |
| 125 | |
| 126 | Vector3 operator - () const; |
| 127 | |
| 128 | void operator += (const Vector3 &v); |
| 129 | void operator -= (const Vector3 &v); |
| 130 | |
| 131 | void operator *= (float s); |
| 132 | void operator /= (float s); |
| 133 | |
| 134 | bool operator == (const Vector3 &v) const; |
| 135 | bool operator != (const Vector3 &v) const; |
| 136 | |
| 137 | }; // Vector3 |
| 138 | |
| 139 | |
| 140 | // All math operators are component-wise. |
| 141 | struct Vector4 |
| 142 | { |
| 143 | float x, y, z, w; |
| 144 | |
| 145 | Vector4() |
| 146 | : x(0.0f), y(0.0f), z(0.0f), w(0.0f) |
| 147 | {} |
| 148 | |
| 149 | Vector4(float x, float y, float z, float w) |
| 150 | : x(x), y(y), z(z), w(w) |
| 151 | {} |
| 152 | |
| 153 | Vector4(const Vector2 &v, float z = 0.0f, float w = 0.0f) |
| 154 | : x(v.x), y(v.y), z(z), w(w) |
| 155 | {} |
| 156 | |
| 157 | Vector4(const Vector3 &v, float w = 0.0f) |
| 158 | : x(v.x), y(v.y), z(v.z), w(w) |
| 159 | {} |
| 160 | |
| 161 | float getLength() const; |
| 162 | float getLengthSquare() const; |
| 163 | |
| 164 | /** |
| 165 | * Normalizes the Vector. |
| 166 | * @param length Desired length of the vector. |
| 167 | **/ |
| 168 | void normalize(float length = 1.0); |
| 169 | |
| 170 | static inline float dot(const Vector4 &a, const Vector4 &b); |
| 171 | |
| 172 | Vector4 operator + (const Vector4 &v) const; |
| 173 | Vector4 operator - (const Vector4 &v) const; |
| 174 | |
| 175 | Vector4 operator * (float s) const; |
| 176 | Vector4 operator / (float s) const; |
| 177 | |
| 178 | Vector4 operator - () const; |
| 179 | |
| 180 | void operator += (const Vector4 &v); |
| 181 | void operator -= (const Vector4 &v); |
| 182 | |
| 183 | void operator *= (float s); |
| 184 | void operator /= (float s); |
| 185 | |
| 186 | bool operator == (const Vector4 &v) const; |
| 187 | bool operator != (const Vector4 &v) const; |
| 188 | |
| 189 | }; // Vector4 |
| 190 | |
| 191 | |
| 192 | inline float Vector2::getLength() const |
| 193 | { |
| 194 | return sqrtf(x*x + y*y); |
| 195 | } |
| 196 | |
| 197 | inline float Vector2::getLengthSquare() const |
| 198 | { |
| 199 | return x*x + y*y; |
| 200 | } |
| 201 | |
| 202 | inline Vector2 Vector2::getNormal() const |
| 203 | { |
| 204 | return Vector2(-y, x); |
| 205 | } |
| 206 | |
| 207 | inline Vector2 Vector2::getNormal(float scale) const |
| 208 | { |
| 209 | return Vector2(-y * scale, x * scale); |
| 210 | } |
| 211 | |
| 212 | inline float Vector2::dot(const Vector2 &a, const Vector2 &b) |
| 213 | { |
| 214 | return a.x * b.x + a.y * b.y; |
| 215 | } |
| 216 | |
| 217 | inline float Vector2::cross(const Vector2 &a, const Vector2 &b) |
| 218 | { |
| 219 | return a.x * b.y - a.y * b.x; |
| 220 | } |
| 221 | |
| 222 | inline void Vector2::normalize(float length) |
| 223 | { |
| 224 | float length_current = getLength(); |
| 225 | if (length_current > 0) |
| 226 | { |
| 227 | float m = length / length_current; |
| 228 | x *= m; |
| 229 | y *= m; |
| 230 | } |
| 231 | } |
| 232 | |
| 233 | inline Vector2 Vector2::operator + (const Vector2 &v) const |
| 234 | { |
| 235 | return Vector2(x + v.x, y + v.y); |
| 236 | } |
| 237 | |
| 238 | inline Vector2 Vector2::operator - (const Vector2 &v) const |
| 239 | { |
| 240 | return Vector2(x - v.x, y - v.y); |
| 241 | } |
| 242 | |
| 243 | inline Vector2 Vector2::operator * (float s) const |
| 244 | { |
| 245 | return Vector2(x*s, y*s); |
| 246 | } |
| 247 | |
| 248 | inline Vector2 Vector2::operator / (float s) const |
| 249 | { |
| 250 | float invs = 1.0f / s; |
| 251 | return Vector2(x*invs, y*invs); |
| 252 | } |
| 253 | |
| 254 | inline Vector2 Vector2::operator - () const |
| 255 | { |
| 256 | return Vector2(-x, -y); |
| 257 | } |
| 258 | |
| 259 | inline void Vector2::operator += (const Vector2 &v) |
| 260 | { |
| 261 | x += v.x; |
| 262 | y += v.y; |
| 263 | } |
| 264 | |
| 265 | inline void Vector2::operator -= (const Vector2 &v) |
| 266 | { |
| 267 | x -= v.x; |
| 268 | y -= v.y; |
| 269 | } |
| 270 | |
| 271 | inline void Vector2::operator *= (float s) |
| 272 | { |
| 273 | x *= s; |
| 274 | y *= s; |
| 275 | } |
| 276 | |
| 277 | inline void Vector2::operator /= (float s) |
| 278 | { |
| 279 | float invs = 1.0f / s; |
| 280 | x *= invs; |
| 281 | y *= invs; |
| 282 | } |
| 283 | |
| 284 | inline bool Vector2::operator == (const Vector2 &v) const |
| 285 | { |
| 286 | return x == v.x && y == v.y; |
| 287 | } |
| 288 | |
| 289 | inline bool Vector2::operator != (const Vector2 &v) const |
| 290 | { |
| 291 | return x != v.x || y != v.y; |
| 292 | } |
| 293 | |
| 294 | |
| 295 | inline float Vector3::getLength() const |
| 296 | { |
| 297 | return sqrtf(x*x + y*y + z*z); |
| 298 | } |
| 299 | |
| 300 | inline float Vector3::getLengthSquare() const |
| 301 | { |
| 302 | return x*x + y*y + z*z; |
| 303 | } |
| 304 | |
| 305 | inline float Vector3::dot(const Vector3 &a, const Vector3 &b) |
| 306 | { |
| 307 | return a.x * b.x + a.y * b.y + a.z * b.z; |
| 308 | } |
| 309 | |
| 310 | inline Vector3 Vector3::cross(const Vector3 &a, const Vector3 &b) |
| 311 | { |
| 312 | return Vector3(a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x); |
| 313 | } |
| 314 | |
| 315 | inline void Vector3::normalize(float length) |
| 316 | { |
| 317 | float length_current = getLength(); |
| 318 | if (length_current > 0) |
| 319 | { |
| 320 | float m = length / length_current; |
| 321 | x *= m; |
| 322 | y *= m; |
| 323 | z *= m; |
| 324 | } |
| 325 | } |
| 326 | |
| 327 | inline Vector3 Vector3::operator + (const Vector3 &v) const |
| 328 | { |
| 329 | return Vector3(x + v.x, y + v.y, z + v.z); |
| 330 | } |
| 331 | |
| 332 | inline Vector3 Vector3::operator - (const Vector3 &v) const |
| 333 | { |
| 334 | return Vector3(x - v.x, y - v.y, z - v.z); |
| 335 | } |
| 336 | |
| 337 | inline Vector3 Vector3::operator * (float s) const |
| 338 | { |
| 339 | return Vector3(x*s, y*s, z*s); |
| 340 | } |
| 341 | |
| 342 | inline Vector3 Vector3::operator / (float s) const |
| 343 | { |
| 344 | float invs = 1.0f / s; |
| 345 | return Vector3(x*invs, y*invs, z*invs); |
| 346 | } |
| 347 | |
| 348 | inline Vector3 Vector3::operator - () const |
| 349 | { |
| 350 | return Vector3(-x, -y, -z); |
| 351 | } |
| 352 | |
| 353 | inline void Vector3::operator += (const Vector3 &v) |
| 354 | { |
| 355 | x += v.x; |
| 356 | y += v.y; |
| 357 | z += v.z; |
| 358 | } |
| 359 | |
| 360 | inline void Vector3::operator -= (const Vector3 &v) |
| 361 | { |
| 362 | x -= v.x; |
| 363 | y -= v.y; |
| 364 | z -= v.z; |
| 365 | } |
| 366 | |
| 367 | inline void Vector3::operator *= (float s) |
| 368 | { |
| 369 | x *= s; |
| 370 | y *= s; |
| 371 | z *= s; |
| 372 | } |
| 373 | |
| 374 | inline void Vector3::operator /= (float s) |
| 375 | { |
| 376 | float invs = 1.0f / s; |
| 377 | x *= invs; |
| 378 | y *= invs; |
| 379 | z *= invs; |
| 380 | } |
| 381 | |
| 382 | inline bool Vector3::operator == (const Vector3 &v) const |
| 383 | { |
| 384 | return x == v.x && y == v.y && z == v.z; |
| 385 | } |
| 386 | |
| 387 | inline bool Vector3::operator != (const Vector3 &v) const |
| 388 | { |
| 389 | return x != v.x || y != v.y || z != v.z; |
| 390 | } |
| 391 | |
| 392 | |
| 393 | inline float Vector4::getLength() const |
| 394 | { |
| 395 | return sqrtf(x*x + y*y + z*z + w*w); |
| 396 | } |
| 397 | |
| 398 | inline float Vector4::getLengthSquare() const |
| 399 | { |
| 400 | return x*x + y*y + z*z + w*w; |
| 401 | } |
| 402 | |
| 403 | inline float Vector4::dot(const Vector4 &a, const Vector4 &b) |
| 404 | { |
| 405 | return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; |
| 406 | } |
| 407 | |
| 408 | inline void Vector4::normalize(float length) |
| 409 | { |
| 410 | float length_current = getLength(); |
| 411 | if (length_current > 0) |
| 412 | { |
| 413 | float m = length / length_current; |
| 414 | x *= m; |
| 415 | y *= m; |
| 416 | z *= m; |
| 417 | w *= m; |
| 418 | } |
| 419 | } |
| 420 | |
| 421 | inline Vector4 Vector4::operator + (const Vector4 &v) const |
| 422 | { |
| 423 | return Vector4(x + v.x, y + v.y, z + v.z, w + v.w); |
| 424 | } |
| 425 | |
| 426 | inline Vector4 Vector4::operator - (const Vector4 &v) const |
| 427 | { |
| 428 | return Vector4(x - v.x, y - v.y, z - v.z, w - v.w); |
| 429 | } |
| 430 | |
| 431 | inline Vector4 Vector4::operator * (float s) const |
| 432 | { |
| 433 | return Vector4(x*s, y*s, z*s, w*s); |
| 434 | } |
| 435 | |
| 436 | inline Vector4 Vector4::operator / (float s) const |
| 437 | { |
| 438 | float invs = 1.0f / s; |
| 439 | return Vector4(x*invs, y*invs, z*invs, w*invs); |
| 440 | } |
| 441 | |
| 442 | inline Vector4 Vector4::operator - () const |
| 443 | { |
| 444 | return Vector4(-x, -y, -z, -w); |
| 445 | } |
| 446 | |
| 447 | inline void Vector4::operator += (const Vector4 &v) |
| 448 | { |
| 449 | x += v.x; |
| 450 | y += v.y; |
| 451 | z += v.z; |
| 452 | w += v.w; |
| 453 | } |
| 454 | |
| 455 | inline void Vector4::operator -= (const Vector4 &v) |
| 456 | { |
| 457 | x -= v.x; |
| 458 | y -= v.y; |
| 459 | z -= v.z; |
| 460 | w -= v.w; |
| 461 | } |
| 462 | |
| 463 | inline void Vector4::operator *= (float s) |
| 464 | { |
| 465 | x *= s; |
| 466 | y *= s; |
| 467 | z *= s; |
| 468 | w *= s; |
| 469 | } |
| 470 | |
| 471 | inline void Vector4::operator /= (float s) |
| 472 | { |
| 473 | float invs = 1.0f / s; |
| 474 | x *= invs; |
| 475 | y *= invs; |
| 476 | z *= invs; |
| 477 | w *= invs; |
| 478 | } |
| 479 | |
| 480 | inline bool Vector4::operator == (const Vector4 &v) const |
| 481 | { |
| 482 | return x == v.x && y == v.y && z == v.z && w == v.w; |
| 483 | } |
| 484 | |
| 485 | inline bool Vector4::operator != (const Vector4 &v) const |
| 486 | { |
| 487 | return x != v.x || y != v.y || z != v.z || w != v.w; |
| 488 | } |
| 489 | |
| 490 | } //love |
| 491 | |
| 492 | #endif// LOVE_VECTOR_H |
| 493 | |