raylib-cpp-template/include/Vector4.hpp
Jonathan Moallem 85f1dd7a1e Initial commit
2020-11-19 14:55:38 +11:00

183 lines
4.8 KiB
C++

/*
* LICENSE: zlib/libpng
*
* raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2020 Rob Loach (@RobLoach)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
#define RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
#ifndef RAYLIB_CPP_NO_MATH
#include <cmath>
#include <utility>
#endif
#include "./raylib.hpp"
#include "./raymath.hpp"
#include "./raylib-cpp-utils.hpp"
namespace raylib {
class Vector4 : public ::Vector4 {
public:
Vector4(::Vector4 vec) {
set(vec);
}
Vector4(float x, float y, float z, float w) : ::Vector4{x, y, z, w} {};
Vector4(float x, float y, float z) : ::Vector4{x, y, z, 0} {};
Vector4(float x, float y) : ::Vector4{x, y, 0, 0} {};
Vector4(float x) : ::Vector4{x, 0, 0, 0} {};
Vector4() {};
Vector4(::Color color) {
set(ColorNormalize(color));
}
GETTERSETTER(float, X, x)
GETTERSETTER(float, Y, y)
GETTERSETTER(float, Z, z)
GETTERSETTER(float, W, w)
Vector4& operator=(const ::Vector4& vector4) {
set(vector4);
return *this;
}
Vector4& operator=(const Vector4& vector4) {
set(vector4);
return *this;
}
bool operator==(const Vector4& other) {
return x == other.x
&& y == other.y
&& z == other.z
&& w == other.w;
}
#ifndef RAYLIB_CPP_NO_MATH
Vector4 Multiply(const Vector4& vector4) {
return QuaternionMultiply(*this, vector4);
}
Vector4 operator*(const Vector4& vector4) {
return QuaternionMultiply(*this, vector4);
}
Vector4 Lerp(const Vector4& vector4, float amount) {
return QuaternionLerp(*this, vector4, amount);
}
Vector4 Nlerp(const Vector4& vector4, float amount) {
return QuaternionNlerp(*this, vector4, amount);
}
Vector4 Slerp(const Vector4& vector4, float amount) {
return QuaternionSlerp(*this, vector4, amount);
}
Matrix ToMatrix() {
return QuaternionToMatrix(*this);
}
float Length() const {
return QuaternionLength(*this);
}
Vector4 Normalize() {
return QuaternionNormalize(*this);
}
Vector4 Invert() {
return QuaternionInvert(*this);
}
void ToAxisAngle(Vector3 *outAxis, float *outAngle) {
return QuaternionToAxisAngle(*this, outAxis, outAngle);
}
std::pair<Vector3, float> ToAxisAngle() {
Vector3 outAxis;
float outAngle;
QuaternionToAxisAngle(*this, &outAxis, &outAngle);
std::pair<Vector3, float> out(outAxis, outAngle);
return out;
}
Vector4 Transform(const ::Matrix& matrix) {
return ::QuaternionTransform(*this, matrix);
}
static Vector4 Identity() {
return ::QuaternionIdentity();
}
static Vector4 FromVector3ToVector3(const Vector3& from , const Vector3& to) {
return ::QuaternionFromVector3ToVector3(from , to);
}
static Vector4 FromMatrix(const ::Matrix& matrix) {
return ::QuaternionFromMatrix(matrix);
}
static Vector4 FromAxisAngle(const Vector3& axis, const float angle) {
return ::QuaternionFromAxisAngle(axis, angle);
}
static Vector4 FromEuler(const float roll, const float pitch, const float yaw) {
return ::QuaternionFromEuler(roll, pitch, yaw);
}
static Vector4 FromEuler(const Vector3& vector3) {
return ::QuaternionFromEuler(vector3.x, vector3.y, vector3.z);
}
Vector3 ToEuler() {
return ::QuaternionToEuler(*this);
}
#endif
inline Color ColorFromNormalized() {
return ::ColorFromNormalized(*this);
}
operator Color() {
return ColorFromNormalized();
}
protected:
inline void set(::Vector4 vec4) {
x = vec4.x;
y = vec4.y;
z = vec4.z;
w = vec4.w;
}
};
// Alias the Vector4 as Quaternion.
typedef Vector4 Quaternion;
} // namespace raylib
#endif // RAYLIB_CPP_INCLUDE_VECTOR4_HPP_