#pragma once class vec3; class vec4; class vec2 { public: float x, y; vec2() {} vec2(float a, float b) : x(a), y(b) {} vec2& operator*=(const vec2& v) { x *= v.x; y *= v.y; return *this; } const vec2 operator*(const vec2& v) { return vec2(*this) *= v; } float& operator[](int i) { return ((float*)this)[i]; } }; class vec3 { public: float x, y, z; vec3() {} vec3(float a, float b, float c) : x(a), y(b), z(c) {} vec3(vec2 v, float c) : vec3(v.x, v.y, c) {} vec3& operator*=(const vec3& v) { x *= v.x; y *= v.y; z *= v.z; return *this; } const vec3 operator*(const vec3& v) { return vec3(*this) *= v; } float& operator[](int i) { return ((float*)this)[i]; } }; class vec4 { public: float x, y, z, a; vec4() {} vec4(float a, float b, float c, float d) : x(a), y(b), z(c), a(d) {} vec4(vec3 v, float c) : vec4(v.x, v.y, v.z, c) {} vec4& operator *= (const vec4& v) { x *= v.x; y *= v.y; z *= v.z; a *= v.a; return *this; } const vec4 operator* (const vec4& v) { return vec4(*this) *= v; } float& operator[] (int i) { return ((float*)this)[i]; } }; float dot(vec2 v1, vec2 v2) { vec2 tmp = v1 * v2; return tmp.x + tmp.y; } float dot(vec3 v1, vec3 v2) { vec3 tmp = v1 * v2; return tmp.x + tmp.y + tmp.z; } float dot(vec4 v1, vec4 v2) { vec4 tmp = v1 * v2; return tmp.x + tmp.y + tmp.z + tmp.a; } class mat4 { public: vec4 row1, row2, row3, row4; mat4() {} mat4(vec4 r1, vec4 r2, vec4 r3, vec4 r4) : row1(r1), row2(r2), row3(r3), row4(r4) {} mat4(float a) { row1 = vec4(a, 0.f, 0.f, 0.f); row2 = vec4(0.f, a, 0.f, 0.f); row3 = vec4(0.f, 0.f, a, 0.f); row4 = vec4(0.f, 0.f, 0.f, a); } vec4& operator[](int i) { return ((vec4*)this)[i]; } mat4 transpose() { mat4 tmp(*this); for (int i = 0; i < 4; ++i) for (int j = 0; j < 4; ++j) (*this)[i][j] = tmp[j][i]; return *this; } const vec4 operator*(const vec4& v) { vec4* res = new(vec4); for (int i = 0; i < 4; ++i) (*res)[i] = dot((*this)[i], v); return *res; } mat4& operator*=(const mat4& m) { mat4 A(*this), B(m); B.transpose(); for (int i = 0; i < 4; ++i) (*this)[i] = A * B[i]; return (*this).transpose(); } const mat4 operator*(const mat4& m) { return mat4(*this) *= m; } }; class mat3 { public: vec3 row1, row2, row3; mat3() {} mat3(vec3 r1, vec3 r2, vec3 r3) : row1(r1), row2(r2), row3(r3) {} mat3(float a) { row1 = vec3(a, 0.f, 0.f); row2 = vec3(0.f, a, 0.f); row3 = vec3(0.f, 0.f, a); } mat3(mat4 m) { row1 = vec3(m.row1.x, m.row1.y, m.row1.z); row2 = vec3(m.row2.x, m.row2.y, m.row2.z); row3 = vec3(m.row3.x, m.row3.y, m.row3.z); } vec3& operator[](int i) { return ((vec3*)this)[i]; } mat3 transpose() { mat3 tmp(*this); for (int i = 0; i < 3; ++i) for (int j = 0; j < 3; ++j) (*this)[i][j] = tmp[j][i]; return *this; } const vec3 operator*(const vec3& v) { vec3* res = new(vec3); for (int i = 0; i < 3; ++i) (*res)[i] = dot((*this)[i], v); return *res; } mat3& operator*=(const mat3& m) { mat3 A(*this), B(m); B.transpose(); for (int i = 0; i < 3; ++i) (*this)[i] = A * B[i]; return (*this).transpose(); } const mat3 operator*(const mat3& m) { return mat3(*this) *= m; } }; class mat2 { public: vec2 row1, row2; mat2(vec2 r1, vec2 r2) : row1(r1), row2(r2) {} mat2(float a) { row1 = vec2(a, 0.f); row2 = vec2(0.f, a); } mat2() {} mat2(mat3 m) { row1 = vec2(m[0][0], m[0][1]); row2 = vec2(m[1][0], m[1][1]); } vec2& operator[](int i) { return ((vec2*)this)[i]; } mat2 transpose() { mat2 tmp(*this); for (int i = 0; i < 2; i++) for (int j = 0; j < 2; j++) (*this)[i][j] = tmp[j][i]; return *this; } const vec2 operator* (const vec2 &v) { vec2* res = new(vec2); for (int i = 0; i < 2; i++) { (*res)[i] = dot((*this)[i], v); } return *res; } mat2& operator*= (const mat2 &m) { mat2 A(*this), B(m); B.transpose(); for (int i = 0; i < 2; i++) (*this)[i] = A * B[i]; return (*this).transpose(); } const mat2 operator* (const mat2 &m) { return mat2(*this) *= m; } }; vec2 normalize(vec3 v) { return vec2(v.x / v.z, v.y / v.z); } vec3 normalize(vec4 v) { return vec3(v.x / v.a, v.y / v.a, v.z / v.a); }