171 lines
4.4 KiB
C++
171 lines
4.4 KiB
C++
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#ifndef RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
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#define RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
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#ifndef RAYLIB_CPP_NO_MATH
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#include <cmath>
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#include <utility>
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#endif
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#include "./raylib.hpp"
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#include "./raymath.hpp"
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#include "./raylib-cpp-utils.hpp"
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namespace raylib {
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/**
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* Vector4 type
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*/
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class Vector4 : public ::Vector4 {
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public:
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Vector4(const ::Vector4& vec) : ::Vector4{vec.x, vec.y, vec.z, vec.w} {}
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Vector4(float x, float y, float z, float w) : ::Vector4{x, y, z, w} {}
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Vector4(float x, float y, float z) : ::Vector4{x, y, z, 0} {}
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Vector4(float x, float y) : ::Vector4{x, y, 0, 0} {}
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Vector4(float x) : ::Vector4{x, 0, 0, 0} {}
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Vector4() : ::Vector4{0, 0, 0, 0} {}
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Vector4(::Rectangle rectangle) : ::Vector4{rectangle.x, rectangle.y, rectangle.width, rectangle.height} {}
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Vector4(::Color color) {
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set(ColorNormalize(color));
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}
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GETTERSETTER(float, X, x)
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GETTERSETTER(float, Y, y)
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GETTERSETTER(float, Z, z)
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GETTERSETTER(float, W, w)
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Vector4& operator=(const ::Vector4& vector4) {
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set(vector4);
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return *this;
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}
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bool operator==(const ::Vector4& other) {
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return x == other.x
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&& y == other.y
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&& z == other.z
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&& w == other.w;
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}
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bool operator!=(const ::Vector4& other) {
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return !(*this == other);
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}
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inline ::Rectangle ToRectangle() {
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return {x, y, z, w};
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}
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operator ::Rectangle() const {
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return {x, y, z, w};
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}
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#ifndef RAYLIB_CPP_NO_MATH
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inline Vector4 Multiply(const ::Vector4& vector4) const {
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return QuaternionMultiply(*this, vector4);
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}
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inline Vector4 operator*(const ::Vector4& vector4) const {
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return QuaternionMultiply(*this, vector4);
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}
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inline Vector4 Lerp(const ::Vector4& vector4, float amount) const {
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return QuaternionLerp(*this, vector4, amount);
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}
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inline Vector4 Nlerp(const ::Vector4& vector4, float amount) const {
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return QuaternionNlerp(*this, vector4, amount);
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}
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inline Vector4 Slerp(const ::Vector4& vector4, float amount) const {
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return QuaternionSlerp(*this, vector4, amount);
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}
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inline Matrix ToMatrix() const {
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return QuaternionToMatrix(*this);
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}
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inline float Length() const {
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return QuaternionLength(*this);
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}
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inline Vector4 Normalize() const {
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return QuaternionNormalize(*this);
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}
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inline Vector4 Invert() const {
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return QuaternionInvert(*this);
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}
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inline void ToAxisAngle(::Vector3 *outAxis, float *outAngle) {
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QuaternionToAxisAngle(*this, outAxis, outAngle);
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}
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/**
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* Get the rotation angle and axis for a given quaternion
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*/
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std::pair<Vector3, float> ToAxisAngle() {
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Vector3 outAxis;
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float outAngle;
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QuaternionToAxisAngle(*this, &outAxis, &outAngle);
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return std::pair<Vector3, float>(outAxis, outAngle);
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}
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inline Vector4 Transform(const ::Matrix& matrix) {
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return ::QuaternionTransform(*this, matrix);
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}
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static inline Vector4 Identity() {
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return ::QuaternionIdentity();
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}
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static inline Vector4 FromVector3ToVector3(const ::Vector3& from , const ::Vector3& to) {
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return ::QuaternionFromVector3ToVector3(from , to);
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}
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static inline Vector4 FromMatrix(const ::Matrix& matrix) {
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return ::QuaternionFromMatrix(matrix);
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}
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static inline Vector4 FromAxisAngle(const ::Vector3& axis, const float angle) {
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return ::QuaternionFromAxisAngle(axis, angle);
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}
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static inline Vector4 FromEuler(const float yaw, const float pitch, const float roll) {
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return ::QuaternionFromEuler(yaw, pitch, roll);
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}
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static inline Vector4 FromEuler(const ::Vector3& vector3) {
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return ::QuaternionFromEuler(vector3.x, vector3.y, vector3.z);
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}
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inline Vector3 ToEuler() {
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return ::QuaternionToEuler(*this);
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}
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#endif
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inline Color ColorFromNormalized() const {
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return ::ColorFromNormalized(*this);
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}
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operator Color() {
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return ColorFromNormalized();
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}
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private:
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void set(const ::Vector4& vec4) {
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x = vec4.x;
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y = vec4.y;
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z = vec4.z;
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w = vec4.w;
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}
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};
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// Alias the Vector4 as Quaternion.
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typedef Vector4 Quaternion;
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} // namespace raylib
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using RVector4 = raylib::Vector4;
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using RQuaternion = raylib::Quaternion;
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#endif // RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
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