HandmadeHero/project/engine/gen/vectors.hpp
2023-11-05 23:36:30 -05:00

220 lines
3.3 KiB
C++

// This was generated by project/codegen/engine_gen.cpp
#pragma once
#if INTELLISENSE_DIRECTIVES
#include "engine_module.hpp"
#include "platform.hpp"
#endif
struct Vec2_f32
{
union
{
struct
{
f32 x;
f32 y;
};
f32 Basis[ 2 ];
};
};
template<>
constexpr Vec2_f32 tmpl_zero< Vec2_f32 >()
{
return { 0, 0 };
}
inline Vec2_f32 abs( Vec2_f32 v )
{
Vec2_f32 result { abs( v.x ), abs( v.y ) };
return result;
}
inline f32 magnitude( Vec2_f32 v )
{
f32 result = sqrt( v.x * v.x + v.y * v.y );
return result;
}
inline Vec2_f32 normalize( Vec2_f32 v )
{
f32 square_size = v.x * v.x + v.y * v.y;
if ( square_size < scast( f32, 1e-4 ) )
{
return Zero( Vec2_f32 );
}
f32 mag = sqrt( square_size );
Vec2_f32 result { v.x / mag, v.y / mag };
return result;
}
inline f32 scalar_product( Vec2_f32 a, Vec2_f32 b )
{
f32 result = a.x * b.x + a.y * b.y;
return result;
}
inline Vec2_f32 operator-( Vec2_f32 v )
{
Vec2_f32 result { -v.x, -v.y };
return result;
}
inline Vec2_f32 operator+( Vec2_f32 a, Vec2_f32 b )
{
Vec2_f32 result { a.x + b.x, a.y + b.y };
return result;
}
inline Vec2_f32 operator-( Vec2_f32 a, Vec2_f32 b )
{
Vec2_f32 result { a.x - b.x, a.y - b.y };
return result;
}
inline Vec2_f32 operator*( Vec2_f32 v, f32 s )
{
Vec2_f32 result { v.x * s, v.y * s };
return result;
}
inline Vec2_f32 operator*( f32 s, Vec2_f32 v )
{
Vec2_f32 result { v.x * s, v.y * s };
return result;
}
inline Vec2_f32 operator/( Vec2_f32 v, f32 s )
{
Vec2_f32 result { v.x / s, v.y / s };
return result;
}
inline Vec2_f32& operator+=( Vec2_f32& a, Vec2_f32 b )
{
a.x += b.x;
a.y += b.y;
return a;
}
inline Vec2_f32& operator-=( Vec2_f32& a, Vec2_f32 b )
{
a.x -= b.x;
a.y -= b.y;
return a;
}
inline Vec2_f32& operator*=( Vec2_f32& v, f32 s )
{
v.x *= s;
v.y *= s;
return v;
}
inline Vec2_f32& operator/=( Vec2_f32& v, f32 s )
{
v.x /= s;
v.y /= s;
return v;
}
struct Vec2_s32
{
union
{
struct
{
s32 x;
s32 y;
};
s32 Basis[ 2 ];
};
};
template<>
constexpr Vec2_s32 tmpl_zero< Vec2_s32 >()
{
return { 0, 0 };
}
inline Vec2_s32 abs( Vec2_s32 v )
{
Vec2_s32 result { abs( v.x ), abs( v.y ) };
return result;
}
inline s32 magnitude( Vec2_s32 v )
{
s32 result = sqrt( v.x * v.x + v.y * v.y );
return result;
}
inline Vec2_s32 operator-( Vec2_s32 v )
{
Vec2_s32 result { -v.x, -v.y };
return result;
}
inline Vec2_s32 operator+( Vec2_s32 a, Vec2_s32 b )
{
Vec2_s32 result { a.x + b.x, a.y + b.y };
return result;
}
inline Vec2_s32 operator-( Vec2_s32 a, Vec2_s32 b )
{
Vec2_s32 result { a.x - b.x, a.y - b.y };
return result;
}
inline Vec2_s32 operator*( Vec2_s32 v, s32 s )
{
Vec2_s32 result { v.x * s, v.y * s };
return result;
}
inline Vec2_s32 operator*( s32 s, Vec2_s32 v )
{
Vec2_s32 result { v.x * s, v.y * s };
return result;
}
inline Vec2_s32 operator/( Vec2_s32 v, s32 s )
{
Vec2_s32 result { v.x / s, v.y / s };
return result;
}
inline Vec2_s32& operator+=( Vec2_s32& a, Vec2_s32 b )
{
a.x += b.x;
a.y += b.y;
return a;
}
inline Vec2_s32& operator-=( Vec2_s32& a, Vec2_s32 b )
{
a.x -= b.x;
a.y -= b.y;
return a;
}
inline Vec2_s32& operator*=( Vec2_s32& v, s32 s )
{
v.x *= s;
v.y *= s;
return v;
}
inline Vec2_s32& operator/=( Vec2_s32& v, s32 s )
{
v.x /= s;
v.y /= s;
return v;
}
using Vec2 = Vec2_f32;
using Vec2i = Vec2_s32;