export module Core.Vector; export import Core.Types; import Core.Math; import Core.Meta; import Core.ToString; import Core.Std; export namespace Core { template class alignas(sizeof(T) * (Core::isPowerOf2(N) ? N : 1)) Vector final { T values[N]; public: Vector() { for(size_t i = 0; i < N; i++) { values[i] = static_cast(0); } } template Vector(OT a, Args&&... args) : values(static_cast(a), static_cast(args)...) { static_assert( sizeof...(args) + 1 == N, "vector parameters do not match its size"); } Vector& operator+=(const Vector& other) { for(size_t i = 0; i < N; i++) { values[i] += other.values[i]; } return *this; } Vector operator+(const Vector& other) const { Vector v = *this; v += other; return v; } Vector& operator-=(const Vector& other) { for(size_t i = 0; i < N; i++) { values[i] -= other.values[i]; } return *this; } Vector operator-() const { Vector v = *this; for(size_t i = 0; i < N; i++) { v.values[i] = -v.values[i]; } return v; } Vector operator-(const Vector& other) const { Vector v = *this; v -= other; return v; } Vector& operator*=(T factor) { for(size_t i = 0; i < N; i++) { values[i] *= factor; } return *this; } Vector& operator*=(const Vector& other) { for(size_t i = 0; i < N; i++) { values[i] *= other.values[i]; } return *this; } Vector operator*(T factor) const { Vector v = *this; v *= factor; return v; } Vector operator*(const Vector& other) const { Vector v = *this; v *= other; return v; } Vector& operator/=(T factor) { for(size_t i = 0; i < N; i++) { values[i] /= factor; } return *this; } Vector& operator/=(const Vector& other) { for(size_t i = 0; i < N; i++) { values[i] /= other.values[i]; } return *this; } Vector operator/(T factor) const { Vector v = *this; v /= factor; return v; } Vector operator/(const Vector& other) const { Vector v = *this; v /= other; return v; } T dot(const Vector& v) const { T length = 0.0f; for(size_t i = 0; i < N; i++) { length += values[i] * v.values[i]; } return length; } T squareLength() const { return dot(*this); } float length() const { return sqrtf(static_cast(squareLength())); } Vector& normalize() { if constexpr(Core::IsSame || Core::IsSame) { *this *= 1.0f / length(); } else { *this /= static_cast(length()); } return *this; } T& operator[](size_t index) { return values[index]; } const T& operator[](size_t index) const { return values[index]; } template Vector to() const { Vector cast; for(size_t i = 0; i < N; i++) { cast[i] = static_cast(values[i]); } return cast; } Vector toInt() const { return to(); } Vector toFloat() const { return to(); } size_t toString(char* s, size_t n) const { size_t total = 0; addString("[", s, n, total); for(size_t i = 0; i < N - 1; i++) { addString(values[i], s, n, total); addString(", ", s, n, total); } if constexpr(N > 0) { addString(values[N - 1], s, n, total); } addString("]", s, n, total); return total; } bool operator==(const Vector& other) const { for(size_t i = 0; i < N; i++) { if(notEqual(values[i], other.values[i])) { return false; } } return true; } template= 3, int, void*> = 0> auto& xyz() { return *reinterpret_cast*>(this); } template= 3, int, void*> = 0> const auto& xyz() const { return *reinterpret_cast*>(this); } private: template static bool notEqual(const O& a, const O& b) { return a != b; } static bool notEqual(float a, float b) { constexpr float e = 0.00001f; float diff = a - b; return diff < -e || diff > e; } }; using Vector4 = Vector<4, float>; using Vector3 = Vector<3, float>; using Vector2 = Vector<2, float>; static_assert( alignof(Vector4) == sizeof(float) * 4, "invalid Vector4 alignment"); static_assert( alignof(Vector3) == sizeof(float), "invalid Vector3 alignment"); static_assert( alignof(Vector2) == sizeof(float) * 2, "invalid Vector2 alignment"); using IntVector4 = Vector<4, int>; using IntVector3 = Vector<3, int>; using IntVector2 = Vector<2, int>; static_assert( alignof(IntVector4) == sizeof(int) * 4, "invalid IntVector4 alignment"); static_assert( alignof(IntVector3) == sizeof(int), "invalid IntVector3 alignment"); static_assert( alignof(IntVector2) == sizeof(int) * 2, "invalid IntVector2 alignment"); void setAngles(Vector3& v, float lengthAngle, float widthAngle); Vector3 cross(const Vector3& a, const Vector3& b); } export template Core::Vector operator*(T factor, const Core::Vector& v) { return v * factor; }