diff --git a/include/blt/std/math.h b/include/blt/std/math.h index 8c9e92e..a04f720 100644 --- a/include/blt/std/math.h +++ b/include/blt/std/math.h @@ -7,9 +7,512 @@ #ifndef BLT_MATH_H #define BLT_MATH_H +#include + namespace blt { - + template + struct vec { + private: + float elements[size]{}; + public: + + vec() { + for (int i = 0; i < size; i++) + elements[i] = 0; + } + + vec(std::initializer_list args): vec() { + for (int i = 0; i < args.size(); i++) { + elements[i] = *(args.begin() + i); + } + } + + explicit vec(const float elem[size]) { + for (int i = 0; i < size; i++) { + elements[i] = elem[i]; + } + } + + vec(const vec& copy): vec(copy.elements) {} + + [[nodiscard]] inline float x() const {return elements[0];} + [[nodiscard]] inline float y() const {return elements[1];} + [[nodiscard]] inline float z() const {return elements[2];} + + inline float& operator[](int index) { + return elements[index]; + } + + inline float operator[](int index) const { + return elements[index]; + } + + inline vec& operator=(float f) { + for (int i = 0; i < size; i++) + elements[i] = f; + return *this; + } + + inline vec& operator=(int i) { + for (int _ = 0; _ < size; _++) + elements[_] = i; + return *this; + } + + inline vec operator-() { + float negativeCopy[size]; + for (int i = 0; i < size; i++) + negativeCopy[i] = -elements[i]; + return vec{negativeCopy}; + } + + inline vec& operator+=(const vec& other) { + for (int i = 0; i < size; i++) + elements[i] += other[i]; + return *this; + } + + inline vec& operator*=(const vec& other) { + for (int i = 0; i < size; i++) + elements[i] *= other[i]; + return *this; + } + + inline vec& operator+=(float f) { + for (int i = 0; i < size; i++) + elements[i] += f; + return *this; + } + + inline vec& operator*=(float f) { + for (int i = 0; i < size; i++) + elements[i] *= f; + return *this; + } + + inline vec& operator-=(const vec& other) { + for (int i = 0; i < size; i++) + elements[i] -= other[i]; + return *this; + } + + inline vec& operator-=(float f) { + for (int i = 0; i < size; i++) + elements[i] -= f; + return *this; + } + }; + + template + inline vec operator+(const vec& left, const vec& right) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = left[i] + right[i]; + return vec{initializer}; + } + + template + inline vec operator-(const vec& left, const vec& right) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = left[i] - right[i]; + return vec{initializer}; + } + + template + inline vec operator+(const vec& left, float f) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = left[i] + f; + return vec{initializer}; + } + + template + inline vec operator-(const vec& left, float f) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = left[i] + f; + return vec{initializer}; + } + + template + inline vec operator+(float f, const vec& right) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = f + right[i]; + return vec{initializer}; + } + + template + inline vec operator-(float f, const vec& right) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = f - right[i]; + return vec{initializer}; + } + + template + inline vec operator*(const vec& left, const vec& right) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = left[i] * right[i]; + return vec{initializer}; + } + + template + inline vec operator*(const vec& left, float f) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = left[i] * f; + return vec{initializer}; + } + + template + inline vec operator*(float f, const vec& right) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = f * right[i]; + return vec{initializer}; + } + + template + inline vec operator/(const vec& left, float f) { + float initializer[size]; + for (int i = 0; i < size; i++) + initializer[i] = left[i] / f; + return vec{initializer}; + } + + typedef vec<2> vec2; + typedef vec<3> vec3; + typedef vec<4> vec4; + + class mat4x4 { + protected: + // 4x4 = 16 + union dataType { + float single[16]; + float dim[4][4]; + }; + dataType data{}; + + friend mat4x4 operator+(const mat4x4& left, const mat4x4& right); + + friend mat4x4 operator-(const mat4x4& left, const mat4x4& right); + + friend mat4x4 operator*(const mat4x4& left, const mat4x4& right); + + friend mat4x4 operator*(float c, const mat4x4& v); + + friend mat4x4 operator*(const mat4x4& v, float c); + + friend mat4x4 operator/(const mat4x4& v, float c); + + friend mat4x4 operator/(float c, const mat4x4& v); + + public: + mat4x4() { + for (float& i : data.single) { + i = 0; + } + // set identity matrix default + m00(1); + m11(1); + m22(1); + m33(1); + } + + /*explicit mat4x4(glm::mat4x4 mat) { + m00(mat[0][0]); + m01(mat[1][0]); + m02(mat[2][0]); + m03(mat[3][0]); + + m10(mat[0][1]); + m11(mat[1][1]); + m12(mat[2][1]); + m13(mat[3][1]); + + m20(mat[0][2]); + m21(mat[1][2]); + m22(mat[2][2]); + m23(mat[3][2]); + + m30(mat[0][3]); + m31(mat[1][3]); + m32(mat[2][3]); + m33(mat[3][3]); + }*/ + mat4x4(const mat4x4& mat) { + for (int i = 0; i < 16; i++) { + data.single[i] = mat.data.single[i]; + } + } + + explicit mat4x4(const float dat[16]) { + for (int i = 0; i < 16; i++) { + data.single[i] = dat[i]; + } + } + + inline mat4x4& translate(float x, float y, float z) { + m03(x); + m13(y); + m23(z); + return *this; + } + + inline mat4x4& translate(const vec4& vec) { return translate(vec[0], vec[1], vec[2]); } + + inline mat4x4& translate(const vec3& vec) { return translate(vec[0], vec[1], vec[2]); } + + inline mat4x4& scale(float x, float y, float z) { + m00(x); + m11(y); + m22(z); + return *this; + } + + inline mat4x4& scale(const vec4& vec) { return scale(vec[0], vec[1], vec[2]); } + inline mat4x4& scale(const vec3& vec) { return scale(vec[0], vec[1], vec[2]); } + + inline float* ptr() { return data.single; } + + mat4x4& transpose() { + mat4x4 copy{*this}; + + m00(copy.m00()); + m01(copy.m10()); + m02(copy.m20()); + m03(copy.m30()); + + m10(copy.m01()); + m11(copy.m11()); + m12(copy.m21()); + m13(copy.m31()); + + m20(copy.m02()); + m21(copy.m12()); + m22(copy.m22()); + m23(copy.m32()); + + m30(copy.m03()); + m31(copy.m13()); + m32(copy.m23()); + m33(copy.m33()); + + return *this; + } + + // Due to the conversion between the 2d array -> 1d array we must transpose the values. + // the old system has been archived (commented) for future debugging +// [[nodiscard]] inline float m00() const { return data.dim[0][0]; } +// [[nodiscard]] inline float m10() const { return data.dim[1][0]; } +// [[nodiscard]] inline float m20() const { return data.dim[2][0]; } +// [[nodiscard]] inline float m30() const { return data.dim[3][0]; } +// [[nodiscard]] inline float m01() const { return data.dim[0][1]; } +// [[nodiscard]] inline float m11() const { return data.dim[1][1]; } +// [[nodiscard]] inline float m21() const { return data.dim[2][1]; } +// [[nodiscard]] inline float m31() const { return data.dim[3][1]; } +// [[nodiscard]] inline float m02() const { return data.dim[0][2]; } +// [[nodiscard]] inline float m12() const { return data.dim[1][2]; } +// [[nodiscard]] inline float m22() const { return data.dim[2][2]; } +// [[nodiscard]] inline float m32() const { return data.dim[3][2]; } +// [[nodiscard]] inline float m03() const { return data.dim[0][3]; } +// [[nodiscard]] inline float m13() const { return data.dim[1][3]; } +// [[nodiscard]] inline float m23() const { return data.dim[2][3]; } +// [[nodiscard]] inline float m33() const { return data.dim[3][3]; } +// [[nodiscard]] inline float m(int i, int j) const { return data.dim[i][j]; }; +// inline float m00(float d) { return data.dim[0][0] = d; } +// inline float m10(float d) { return data.dim[1][0] = d; } +// inline float m20(float d) { return data.dim[2][0] = d; } +// inline float m30(float d) { return data.dim[3][0] = d; } +// inline float m01(float d) { return data.dim[0][1] = d; } +// inline float m11(float d) { return data.dim[1][1] = d; } +// inline float m21(float d) { return data.dim[2][1] = d; } +// inline float m31(float d) { return data.dim[3][1] = d; } +// inline float m02(float d) { return data.dim[0][2] = d; } +// inline float m12(float d) { return data.dim[1][2] = d; } +// inline float m22(float d) { return data.dim[2][2] = d; } +// inline float m32(float d) { return data.dim[3][2] = d; } +// inline float m03(float d) { return data.dim[0][3] = d; } +// inline float m13(float d) { return data.dim[1][3] = d; } +// inline float m23(float d) { return data.dim[2][3] = d; } +// inline float m33(float d) { return data.dim[3][3] = d; } + + [[nodiscard]] inline float m00() const { return data.dim[0][0]; } + + [[nodiscard]] inline float m10() const { return data.dim[0][1]; } + + [[nodiscard]] inline float m20() const { return data.dim[0][2]; } + + [[nodiscard]] inline float m30() const { return data.dim[0][3]; } + + [[nodiscard]] inline float m01() const { return data.dim[1][0]; } + + [[nodiscard]] inline float m11() const { return data.dim[1][1]; } + + [[nodiscard]] inline float m21() const { return data.dim[1][2]; } + + [[nodiscard]] inline float m31() const { return data.dim[1][3]; } + + [[nodiscard]] inline float m02() const { return data.dim[2][0]; } + + [[nodiscard]] inline float m12() const { return data.dim[2][1]; } + + [[nodiscard]] inline float m22() const { return data.dim[2][2]; } + + [[nodiscard]] inline float m32() const { return data.dim[2][3]; } + + [[nodiscard]] inline float m03() const { return data.dim[3][0]; } + + [[nodiscard]] inline float m13() const { return data.dim[3][1]; } + + [[nodiscard]] inline float m23() const { return data.dim[3][2]; } + + [[nodiscard]] inline float m33() const { return data.dim[3][3]; } + + [[nodiscard]] inline float m(int i, int j) const { return data.dim[i][j]; }; + + inline float m00(float d) { return data.dim[0][0] = d; } + + inline float m10(float d) { return data.dim[0][1] = d; } + + inline float m20(float d) { return data.dim[0][2] = d; } + + inline float m30(float d) { return data.dim[0][3] = d; } + + inline float m01(float d) { return data.dim[1][0] = d; } + + inline float m11(float d) { return data.dim[1][1] = d; } + + inline float m21(float d) { return data.dim[1][2] = d; } + + inline float m31(float d) { return data.dim[1][3] = d; } + + inline float m02(float d) { return data.dim[2][0] = d; } + + inline float m12(float d) { return data.dim[2][1] = d; } + + inline float m22(float d) { return data.dim[2][2] = d; } + + inline float m32(float d) { return data.dim[2][3] = d; } + + inline float m03(float d) { return data.dim[3][0] = d; } + + inline float m13(float d) { return data.dim[3][1] = d; } + + inline float m23(float d) { return data.dim[3][2] = d; } + + inline float m33(float d) { return data.dim[3][3] = d; } + + inline float m(int i, int j, float d) { return data.dim[i][j] = d; }; +// inline float* operator [](int _i) { +// return data.dim[_i]; +// } + + [[nodiscard]] float determinant() const { + return m00() * (m11() * m22() * m33() + m12() * m23() * m31() + m13() * m21() * m32() + - m31() * m22() * m13() - m32() * m23() * m11() - m33() * m21() * m12()) + - m10() * (m01() * m22() * m33() + m02() * m23() * m31() + m03() * m21() * m32() + - m31() * m32() * m03() - m32() * m23() * m01() - m33() * m21() * m02()) + + m20() * (m01() * m12() * m33() + m02() * m13() * m31() + m03() * m11() * m32() + - m31() * m12() * m03() - m32() * m13() * m01() - m33() * m11() * m02()) + - m30() * (m01() * m12() * m23() + m02() * m13() * m21() + m03() * m11() * m22() + - m21() * m12() * m03() - m22() * m13() * m01() - m23() * m11() * m02()); + } + }; + + // adds the two mat4x4 left and right + inline mat4x4 operator+(const mat4x4& left, const mat4x4& right) { + float data[16]; + for (int i = 0; i < 16; i++) + data[i] = left.data.single[i] + right.data.single[i]; + return mat4x4{data}; + } + + // subtracts the right mat4x4 from the left. + inline mat4x4 operator-(const mat4x4& left, const mat4x4& right) { + float data[16]; + for (int i = 0; i < 16; i++) + data[i] = left.data.single[i] - right.data.single[i]; + return mat4x4{data}; + } + + // since matrices are made identity by default, we need to create the result collector matrix without identity + // otherwise the diagonal will be 1 off and cause weird results (see black screen issue) + constexpr float emptyMatrix[16] = {0, 0, 0, 0, + 0, 0, 0, 0, + 0, 0, 0, 0, + 0, 0, 0, 0}; + + // multiples the left with the right + inline mat4x4 operator*(const mat4x4& left, const mat4x4& right) { + mat4x4 mat{emptyMatrix}; + + // TODO: check avx with this?? + for (int i = 0; i < 4; i++) { + for (int j = 0; j < 4; j++) { + for (int k = 0; k < 4; k++) { + mat.m(i, j, mat.m(i, j) + left.m(i, k) * right.m(k, j)); + } + } + } + + return mat; + } + + // multiplies the const c with each element in the mat4x4 v + inline mat4x4 operator*(float c, const mat4x4& v) { + mat4x4 mat{}; + + for (int i = 0; i < 16; i++) { + mat.data.single[i] = c * v.data.single[i]; + } + + return mat; + } + + // same as above but for right sided constants + inline mat4x4 operator*(const mat4x4& v, float c) { + mat4x4 mat{}; + + for (int i = 0; i < 16; i++) { + mat.data.single[i] = v.data.single[i] * c; + } + + return mat; + } + + // divides the mat4x4 by the constant c + inline mat4x4 operator/(const mat4x4& v, float c) { + mat4x4 mat{}; + + for (int i = 0; i < 16; i++) { + mat.data.single[i] = v.data.single[i] / c; + } + + return mat; + } + + // divides each element in the mat4x4 by over the constant + inline mat4x4 operator/(float c, const mat4x4& v) { + mat4x4 mat{}; + + for (int i = 0; i < 16; i++) { + mat.data.single[i] = c / v.data.single[i]; + } + + return mat; + } + +// inline std::ostream& operator<<(std::ostream& out, const mat4x4& v) { +// return out << "\rMatrix4x4{" << v.m00() << ", " << v.m01() << ", " << v.m02() << ", " << v.m03() << "} \n"\ +// << " {" << v.m10() << ", " << v.m11() << ", " << v.m12() << ", " << v.m13() << "} \n"\ +// << " {" << v.m20() << ", " << v.m21() << ", " << v.m22() << ", " << v.m23() << "} \n"\ +// << " {" << v.m30() << ", " << v.m31() << ", " << v.m32() << ", " << v.m33() << "} \n"; +// } } diff --git a/src/blt/std/system.cpp b/src/blt/std/system.cpp index bbd8791..65a14a7 100644 --- a/src/blt/std/system.cpp +++ b/src/blt/std/system.cpp @@ -5,4 +5,5 @@ */ #include #include -#include \ No newline at end of file +#include +#include \ No newline at end of file