diff --git a/src/common/vector_math.h b/src/common/vector_math.h index 1d7ea14da..a00d40310 100644 --- a/src/common/vector_math.h +++ b/src/common/vector_math.h @@ -42,13 +42,6 @@ class Vec3; template class Vec4; -template -static inline Vec2 MakeVec(const T& x, const T& y); -template -static inline Vec3 MakeVec(const T& x, const T& y, const T& z); -template -static inline Vec4 MakeVec(const T& x, const T& y, const T& z, const T& w); - template class Vec2 { public: @@ -59,132 +52,130 @@ public: return &x; } - Vec2() = default; - Vec2(const T& _x, const T& _y) : x(_x), y(_y) {} + constexpr Vec2() = default; + constexpr Vec2(const T& x_, const T& y_) : x(x_), y(y_) {} template - Vec2 Cast() const { - return Vec2((T2)x, (T2)y); + constexpr Vec2 Cast() const { + return Vec2(static_cast(x), static_cast(y)); } - static Vec2 AssignToAll(const T& f) { - return Vec2(f, f); + static constexpr Vec2 AssignToAll(const T& f) { + return Vec2{f, f}; } - void Write(T a[2]) { - a[0] = x; - a[1] = y; + constexpr Vec2 operator+(const Vec2& other) const { + return {x + other.x, y + other.y}; } - - Vec2 operator+(const Vec2& other) const { - return MakeVec(x + other.x, y + other.y); - } - void operator+=(const Vec2& other) { + constexpr Vec2& operator+=(const Vec2& other) { x += other.x; y += other.y; + return *this; } - Vec2 operator-(const Vec2& other) const { - return MakeVec(x - other.x, y - other.y); + constexpr Vec2 operator-(const Vec2& other) const { + return {x - other.x, y - other.y}; } - void operator-=(const Vec2& other) { + constexpr Vec2& operator-=(const Vec2& other) { x -= other.x; y -= other.y; + return *this; } template - Vec2::value, U>> operator-() const { - return MakeVec(-x, -y); + constexpr Vec2::value, U>> operator-() const { + return {-x, -y}; } - Vec2 operator*(const Vec2& other) const { - return MakeVec(x * other.x, y * other.y); - } - template - Vec2 operator*(const V& f) const { - return MakeVec(x * f, y * f); - } - template - void operator*=(const V& f) { - *this = *this * f; - } - template - Vec2 operator/(const V& f) const { - return MakeVec(x / f, y / f); - } - template - void operator/=(const V& f) { - *this = *this / f; + constexpr Vec2 operator*(const Vec2& other) const { + return {x * other.x, y * other.y}; } - T Length2() const { + template + constexpr Vec2 operator*(const V& f) const { + return {x * f, y * f}; + } + + template + constexpr Vec2& operator*=(const V& f) { + *this = *this * f; + return *this; + } + + template + constexpr Vec2 operator/(const V& f) const { + return {x / f, y / f}; + } + + template + constexpr Vec2& operator/=(const V& f) { + *this = *this / f; + return *this; + } + + constexpr T Length2() const { return x * x + y * y; } // Only implemented for T=float float Length() const; - void SetLength(const float l); - Vec2 WithLength(const float l) const; - float Distance2To(Vec2& other); - Vec2 Normalized() const; float Normalize(); // returns the previous length, which is often useful - T& operator[](int i) // allow vector[1] = 3 (vector.y=3) - { + constexpr T& operator[](std::size_t i) { return *((&x) + i); } - const T& operator[](const int i) const { + constexpr const T& operator[](std::size_t i) const { return *((&x) + i); } - void SetZero() { + constexpr void SetZero() { x = 0; y = 0; } // Common aliases: UV (texel coordinates), ST (texture coordinates) - T& u() { + constexpr T& u() { return x; } - T& v() { + constexpr T& v() { return y; } - T& s() { + constexpr T& s() { return x; } - T& t() { + constexpr T& t() { return y; } - const T& u() const { + constexpr const T& u() const { return x; } - const T& v() const { + constexpr const T& v() const { return y; } - const T& s() const { + constexpr const T& s() const { return x; } - const T& t() const { + constexpr const T& t() const { return y; } // swizzlers - create a subvector of specific components - const Vec2 yx() const { + constexpr Vec2 yx() const { return Vec2(y, x); } - const Vec2 vu() const { + constexpr Vec2 vu() const { return Vec2(y, x); } - const Vec2 ts() const { + constexpr Vec2 ts() const { return Vec2(y, x); } }; template -Vec2 operator*(const V& f, const Vec2& vec) { +constexpr Vec2 operator*(const V& f, const Vec2& vec) { return Vec2(f * vec.x, f * vec.y); } -typedef Vec2 Vec2f; +using Vec2f = Vec2; template <> inline float Vec2::Length() const { @@ -209,153 +200,151 @@ public: return &x; } - Vec3() = default; - Vec3(const T& _x, const T& _y, const T& _z) : x(_x), y(_y), z(_z) {} + constexpr Vec3() = default; + constexpr Vec3(const T& x_, const T& y_, const T& z_) : x(x_), y(y_), z(z_) {} template - Vec3 Cast() const { - return MakeVec((T2)x, (T2)y, (T2)z); + constexpr Vec3 Cast() const { + return Vec3(static_cast(x), static_cast(y), static_cast(z)); } - // Only implemented for T=int and T=float - static Vec3 FromRGB(unsigned int rgb); - unsigned int ToRGB() const; // alpha bits set to zero - - static Vec3 AssignToAll(const T& f) { - return MakeVec(f, f, f); + static constexpr Vec3 AssignToAll(const T& f) { + return Vec3(f, f, f); } - void Write(T a[3]) { - a[0] = x; - a[1] = y; - a[2] = z; + constexpr Vec3 operator+(const Vec3& other) const { + return {x + other.x, y + other.y, z + other.z}; } - Vec3 operator+(const Vec3& other) const { - return MakeVec(x + other.x, y + other.y, z + other.z); - } - void operator+=(const Vec3& other) { + constexpr Vec3& operator+=(const Vec3& other) { x += other.x; y += other.y; z += other.z; + return *this; } - Vec3 operator-(const Vec3& other) const { - return MakeVec(x - other.x, y - other.y, z - other.z); + + constexpr Vec3 operator-(const Vec3& other) const { + return {x - other.x, y - other.y, z - other.z}; } - void operator-=(const Vec3& other) { + + constexpr Vec3& operator-=(const Vec3& other) { x -= other.x; y -= other.y; z -= other.z; + return *this; } template - Vec3::value, U>> operator-() const { - return MakeVec(-x, -y, -z); - } - Vec3 operator*(const Vec3& other) const { - return MakeVec(x * other.x, y * other.y, z * other.z); - } - template - Vec3 operator*(const V& f) const { - return MakeVec(x * f, y * f, z * f); - } - template - void operator*=(const V& f) { - *this = *this * f; - } - template - Vec3 operator/(const V& f) const { - return MakeVec(x / f, y / f, z / f); - } - template - void operator/=(const V& f) { - *this = *this / f; + constexpr Vec3::value, U>> operator-() const { + return {-x, -y, -z}; } - T Length2() const { + constexpr Vec3 operator*(const Vec3& other) const { + return {x * other.x, y * other.y, z * other.z}; + } + + template + constexpr Vec3 operator*(const V& f) const { + return {x * f, y * f, z * f}; + } + + template + constexpr Vec3& operator*=(const V& f) { + *this = *this * f; + return *this; + } + template + constexpr Vec3 operator/(const V& f) const { + return {x / f, y / f, z / f}; + } + + template + constexpr Vec3& operator/=(const V& f) { + *this = *this / f; + return *this; + } + + constexpr T Length2() const { return x * x + y * y + z * z; } // Only implemented for T=float float Length() const; - void SetLength(const float l); - Vec3 WithLength(const float l) const; - float Distance2To(Vec3& other); Vec3 Normalized() const; float Normalize(); // returns the previous length, which is often useful - T& operator[](int i) // allow vector[2] = 3 (vector.z=3) - { - return *((&x) + i); - } - const T& operator[](const int i) const { + constexpr T& operator[](std::size_t i) { return *((&x) + i); } - void SetZero() { + constexpr const T& operator[](std::size_t i) const { + return *((&x) + i); + } + + constexpr void SetZero() { x = 0; y = 0; z = 0; } // Common aliases: UVW (texel coordinates), RGB (colors), STQ (texture coordinates) - T& u() { + constexpr T& u() { return x; } - T& v() { + constexpr T& v() { return y; } - T& w() { + constexpr T& w() { return z; } - T& r() { + constexpr T& r() { return x; } - T& g() { + constexpr T& g() { return y; } - T& b() { + constexpr T& b() { return z; } - T& s() { + constexpr T& s() { return x; } - T& t() { + constexpr T& t() { return y; } - T& q() { + constexpr T& q() { return z; } - const T& u() const { + constexpr const T& u() const { return x; } - const T& v() const { + constexpr const T& v() const { return y; } - const T& w() const { + constexpr const T& w() const { return z; } - const T& r() const { + constexpr const T& r() const { return x; } - const T& g() const { + constexpr const T& g() const { return y; } - const T& b() const { + constexpr const T& b() const { return z; } - const T& s() const { + constexpr const T& s() const { return x; } - const T& t() const { + constexpr const T& t() const { return y; } - const T& q() const { + constexpr const T& q() const { return z; } @@ -364,7 +353,7 @@ public: // _DEFINE_SWIZZLER2 defines a single such function, DEFINE_SWIZZLER2 defines all of them for all // component names (x<->r) and permutations (xy<->yx) #define _DEFINE_SWIZZLER2(a, b, name) \ - const Vec2 name() const { \ + constexpr Vec2 name() const { \ return Vec2(a, b); \ } #define DEFINE_SWIZZLER2(a, b, a2, b2, a3, b3, a4, b4) \ @@ -385,7 +374,7 @@ public: }; template -Vec3 operator*(const V& f, const Vec3& vec) { +constexpr Vec3 operator*(const V& f, const Vec3& vec) { return Vec3(f * vec.x, f * vec.y, f * vec.z); } @@ -406,7 +395,7 @@ inline float Vec3::Normalize() { return length; } -typedef Vec3 Vec3f; +using Vec3f = Vec3; template class Vec4 { @@ -420,93 +409,88 @@ public: return &x; } - Vec4() = default; - Vec4(const T& _x, const T& _y, const T& _z, const T& _w) : x(_x), y(_y), z(_z), w(_w) {} + constexpr Vec4() = default; + constexpr Vec4(const T& x_, const T& y_, const T& z_, const T& w_) + : x(x_), y(y_), z(z_), w(w_) {} template - Vec4 Cast() const { - return Vec4((T2)x, (T2)y, (T2)z, (T2)w); + constexpr Vec4 Cast() const { + return Vec4(static_cast(x), static_cast(y), static_cast(z), + static_cast(w)); } - // Only implemented for T=int and T=float - static Vec4 FromRGBA(unsigned int rgba); - unsigned int ToRGBA() const; - - static Vec4 AssignToAll(const T& f) { - return Vec4(f, f, f, f); + static constexpr Vec4 AssignToAll(const T& f) { + return Vec4(f, f, f, f); } - void Write(T a[4]) { - a[0] = x; - a[1] = y; - a[2] = z; - a[3] = w; + constexpr Vec4 operator+(const Vec4& other) const { + return {x + other.x, y + other.y, z + other.z, w + other.w}; } - Vec4 operator+(const Vec4& other) const { - return MakeVec(x + other.x, y + other.y, z + other.z, w + other.w); - } - void operator+=(const Vec4& other) { + constexpr Vec4& operator+=(const Vec4& other) { x += other.x; y += other.y; z += other.z; w += other.w; + return *this; } - Vec4 operator-(const Vec4& other) const { - return MakeVec(x - other.x, y - other.y, z - other.z, w - other.w); + + constexpr Vec4 operator-(const Vec4& other) const { + return {x - other.x, y - other.y, z - other.z, w - other.w}; } - void operator-=(const Vec4& other) { + + constexpr Vec4& operator-=(const Vec4& other) { x -= other.x; y -= other.y; z -= other.z; w -= other.w; + return *this; } template - Vec4::value, U>> operator-() const { - return MakeVec(-x, -y, -z, -w); - } - Vec4 operator*(const Vec4& other) const { - return MakeVec(x * other.x, y * other.y, z * other.z, w * other.w); - } - template - Vec4 operator*(const V& f) const { - return MakeVec(x * f, y * f, z * f, w * f); - } - template - void operator*=(const V& f) { - *this = *this * f; - } - template - Vec4 operator/(const V& f) const { - return MakeVec(x / f, y / f, z / f, w / f); - } - template - void operator/=(const V& f) { - *this = *this / f; + constexpr Vec4::value, U>> operator-() const { + return {-x, -y, -z, -w}; } - T Length2() const { + constexpr Vec4 operator*(const Vec4& other) const { + return {x * other.x, y * other.y, z * other.z, w * other.w}; + } + + template + constexpr Vec4 operator*(const V& f) const { + return {x * f, y * f, z * f, w * f}; + } + + template + constexpr Vec4& operator*=(const V& f) { + *this = *this * f; + return *this; + } + + template + constexpr Vec4 operator/(const V& f) const { + return {x / f, y / f, z / f, w / f}; + } + + template + constexpr Vec4& operator/=(const V& f) { + *this = *this / f; + return *this; + } + + constexpr T Length2() const { return x * x + y * y + z * z + w * w; } - // Only implemented for T=float - float Length() const; - void SetLength(const float l); - Vec4 WithLength(const float l) const; - float Distance2To(Vec4& other); - Vec4 Normalized() const; - float Normalize(); // returns the previous length, which is often useful - - T& operator[](int i) // allow vector[2] = 3 (vector.z=3) - { - return *((&x) + i); - } - const T& operator[](const int i) const { + constexpr T& operator[](std::size_t i) { return *((&x) + i); } - void SetZero() { + constexpr const T& operator[](std::size_t i) const { + return *((&x) + i); + } + + constexpr void SetZero() { x = 0; y = 0; z = 0; @@ -514,29 +498,29 @@ public: } // Common alias: RGBA (colors) - T& r() { + constexpr T& r() { return x; } - T& g() { + constexpr T& g() { return y; } - T& b() { + constexpr T& b() { return z; } - T& a() { + constexpr T& a() { return w; } - const T& r() const { + constexpr const T& r() const { return x; } - const T& g() const { + constexpr const T& g() const { return y; } - const T& b() const { + constexpr const T& b() const { return z; } - const T& a() const { + constexpr const T& a() const { return w; } @@ -548,7 +532,7 @@ public: // DEFINE_SWIZZLER2_COMP2 defines two component functions for all component names (x<->r) and // permutations (xy<->yx) #define _DEFINE_SWIZZLER2(a, b, name) \ - const Vec2 name() const { \ + constexpr Vec2 name() const { \ return Vec2(a, b); \ } #define DEFINE_SWIZZLER2_COMP1(a, a2) \ @@ -575,7 +559,7 @@ public: #undef _DEFINE_SWIZZLER2 #define _DEFINE_SWIZZLER3(a, b, c, name) \ - const Vec3 name() const { \ + constexpr Vec3 name() const { \ return Vec3(a, b, c); \ } #define DEFINE_SWIZZLER3_COMP1(a, a2) \ @@ -609,51 +593,51 @@ public: }; template -Vec4 operator*(const V& f, const Vec4& vec) { - return MakeVec(f * vec.x, f * vec.y, f * vec.z, f * vec.w); +constexpr Vec4 operator*(const V& f, const Vec4& vec) { + return {f * vec.x, f * vec.y, f * vec.z, f * vec.w}; } -typedef Vec4 Vec4f; +using Vec4f = Vec4; template -static inline decltype(T{} * T{} + T{} * T{}) Dot(const Vec2& a, const Vec2& b) { +constexpr decltype(T{} * T{} + T{} * T{}) Dot(const Vec2& a, const Vec2& b) { return a.x * b.x + a.y * b.y; } template -static inline decltype(T{} * T{} + T{} * T{}) Dot(const Vec3& a, const Vec3& b) { +constexpr decltype(T{} * T{} + T{} * T{}) Dot(const Vec3& a, const Vec3& b) { return a.x * b.x + a.y * b.y + a.z * b.z; } template -static inline decltype(T{} * T{} + T{} * T{}) Dot(const Vec4& a, const Vec4& b) { +constexpr decltype(T{} * T{} + T{} * T{}) Dot(const Vec4& a, const Vec4& b) { return a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w; } template -static inline Vec3 Cross(const Vec3& a, const Vec3& b) { - return MakeVec(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x); +constexpr Vec3 Cross(const Vec3& a, const Vec3& b) { + return {a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z, a.x * b.y - a.y * b.x}; } // linear interpolation via float: 0.0=begin, 1.0=end template -static inline decltype(X{} * float{} + X{} * float{}) Lerp(const X& begin, const X& end, - const float t) { +constexpr decltype(X{} * float{} + X{} * float{}) Lerp(const X& begin, const X& end, + const float t) { return begin * (1.f - t) + end * t; } // linear interpolation via int: 0=begin, base=end template -static inline decltype((X{} * int{} + X{} * int{}) / base) LerpInt(const X& begin, const X& end, - const int t) { +constexpr decltype((X{} * int{} + X{} * int{}) / base) LerpInt(const X& begin, const X& end, + const int t) { return (begin * (base - t) + end * t) / base; } // bilinear interpolation. s is for interpolating x00-x01 and x10-x11, and t is for the second // interpolation. template -inline auto BilinearInterp(const X& x00, const X& x01, const X& x10, const X& x11, const float s, - const float t) { +constexpr auto BilinearInterp(const X& x00, const X& x01, const X& x10, const X& x11, const float s, + const float t) { auto y0 = Lerp(x00, x01, s); auto y1 = Lerp(x10, x11, s); return Lerp(y0, y1, t); @@ -661,42 +645,42 @@ inline auto BilinearInterp(const X& x00, const X& x01, const X& x10, const X& x1 // Utility vector factories template -static inline Vec2 MakeVec(const T& x, const T& y) { +constexpr Vec2 MakeVec(const T& x, const T& y) { return Vec2{x, y}; } template -static inline Vec3 MakeVec(const T& x, const T& y, const T& z) { +constexpr Vec3 MakeVec(const T& x, const T& y, const T& z) { return Vec3{x, y, z}; } template -static inline Vec4 MakeVec(const T& x, const T& y, const Vec2& zw) { +constexpr Vec4 MakeVec(const T& x, const T& y, const Vec2& zw) { return MakeVec(x, y, zw[0], zw[1]); } template -static inline Vec3 MakeVec(const Vec2& xy, const T& z) { +constexpr Vec3 MakeVec(const Vec2& xy, const T& z) { return MakeVec(xy[0], xy[1], z); } template -static inline Vec3 MakeVec(const T& x, const Vec2& yz) { +constexpr Vec3 MakeVec(const T& x, const Vec2& yz) { return MakeVec(x, yz[0], yz[1]); } template -static inline Vec4 MakeVec(const T& x, const T& y, const T& z, const T& w) { +constexpr Vec4 MakeVec(const T& x, const T& y, const T& z, const T& w) { return Vec4{x, y, z, w}; } template -static inline Vec4 MakeVec(const Vec2& xy, const T& z, const T& w) { +constexpr Vec4 MakeVec(const Vec2& xy, const T& z, const T& w) { return MakeVec(xy[0], xy[1], z, w); } template -static inline Vec4 MakeVec(const T& x, const Vec2& yz, const T& w) { +constexpr Vec4 MakeVec(const T& x, const Vec2& yz, const T& w) { return MakeVec(x, yz[0], yz[1], w); } @@ -704,17 +688,17 @@ static inline Vec4 MakeVec(const T& x, const Vec2& yz, const T& w) { // Even if someone wanted to use an odd object like Vec2>, the compiler would error // out soon enough due to misuse of the returned structure. template -static inline Vec4 MakeVec(const Vec2& xy, const Vec2& zw) { +constexpr Vec4 MakeVec(const Vec2& xy, const Vec2& zw) { return MakeVec(xy[0], xy[1], zw[0], zw[1]); } template -static inline Vec4 MakeVec(const Vec3& xyz, const T& w) { +constexpr Vec4 MakeVec(const Vec3& xyz, const T& w) { return MakeVec(xyz[0], xyz[1], xyz[2], w); } template -static inline Vec4 MakeVec(const T& x, const Vec3& yzw) { +constexpr Vec4 MakeVec(const T& x, const Vec3& yzw) { return MakeVec(x, yzw[0], yzw[1], yzw[2]); }