/* Copyright (C) 2026 iikorni This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #pragma once #include #include namespace math { constexpr std::floating_point auto degrees_to_radians(std::floating_point auto angle) { return angle * (std::numbers::pi / 180.0); } struct vec3f; struct vec4f; struct vec3f { float x, y, z; constexpr vec3f() : x(0), y(0), z(0) {} constexpr vec3f(const float x, const float y, const float z) : x(x), y(y), z(z) { } [[nodiscard]] float dot(const vec3f &rhs) const; [[nodiscard]] double ddot(const vec3f &rhs) const; [[nodiscard]] float dot(const vec4f &rhs) const; [[nodiscard]] double ddot(const vec4f &rhs) const; float operator*(const vec3f &rhs) const; float operator*(const vec4f &rhs) const; vec3f operator*(const float rhs) const; vec3f operator+(const vec3f &rhs) const; vec3f operator-(const vec3f &rhs) const; bool operator==(const vec3f &rhs) const; float& operator[](std::size_t i); vec3f normalize() const; vec3f multiply_add(const vec3f &rhs, float scale) const; vec3f cross(const vec3f &rhs) const; float magnitude() const; vec3f operator-() const; vec3f perpendicular() const; std::array into_array() const; static vec3f to_angles(vec3f forward); static std::tuple from_angles(const vec3f &angles); static vec3f turn(const vec3f &forward, const vec3f &side, float angle); }; struct vec4f { float x, y, z, w; constexpr vec4f() : x(0), y(0), z(0), w(1.0) {} constexpr vec4f(const float x, const float y, const float z, const float w) : x(x), y(y), z(z), w(w) {} explicit constexpr vec4f(const vec3f &v) : x(v.x), y(v.y), z(v.z), w(1.0f) {} float &operator[](std::size_t i); }; constexpr vec3f ORIGIN = { 0.0f, 0.0f, 0.0f }; }