Crafter.Math/interfaces/Crafter.Math-Vector.cppm

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//SPDX-License-Identifier: LGPL-3.0-only
//SPDX-FileCopyrightText: Copyright (C) 2026 Catcrafts®
export module Crafter.Math:Vector;
import std;
namespace Crafter {
template <typename T, std::uint32_t Len, std::uint32_t Aligment>
struct __attribute__((packed)) VectorBase {
T v[Aligment];
};
template <typename T, std::uint32_t Aligment>
struct __attribute__((packed)) VectorBase<T, 1, Aligment> {
union {
T v[Aligment];
T x, r;
};
};
template <typename T, std::uint32_t Aligment>
struct __attribute__((packed)) VectorBase<T, 2, Aligment> {
union {
T v[Aligment];
struct __attribute__((packed)) {
T x, y;
};
struct __attribute__((packed)) {
T r, g;
};
};
constexpr VectorBase<T, 2, Aligment>(T x, T y): x(x), y(y) {
}
constexpr VectorBase<T, 2, Aligment>() = default;
};
template <typename T, std::uint32_t Aligment>
struct __attribute__((packed)) VectorBase<T, 3, Aligment> {
union {
T v[Aligment];
struct __attribute__((packed)) {
T x, y, z;
};
struct __attribute__((packed)) {
T r, g, b;
};
};
constexpr VectorBase<T, 3, Aligment>(T x, T y, T z): x(x), y(y), z(z) {
}
constexpr VectorBase<T, 3, Aligment>() = default;
};
template <typename T, std::uint32_t Aligment>
struct __attribute__((packed)) VectorBase<T, 4, Aligment> {
union {
T v[Aligment];
struct __attribute__((packed)) {
T x, y, z, w;
};
struct __attribute__((packed)) {
T r, g, b, a;
};
};
constexpr VectorBase<T, 4, Aligment>(T x, T y, T z, T w): x(x), y(y), z(z), w(w) {
}
constexpr VectorBase<T, 4, Aligment>() = default;
};
template <typename T, std::uint32_t Len>
struct VectorBase<T, Len, 0> {
T v[Len];
};
template <typename T>
struct VectorBase<T, 1, 0> {
union {
T v[1];
T x, r;
};
};
template <typename T>
struct VectorBase<T, 2, 0> {
union {
T v[2];
struct {
T x, y;
};
struct {
T r, g;
};
};
constexpr VectorBase<T, 2, 0>(T x, T y): x(x), y(y) {
}
constexpr VectorBase<T, 2, 0>() = default;
};
template <typename T>
struct VectorBase<T, 3, 0> {
union {
T v[3];
struct {
T x, y, z;
};
struct {
T r, g, b;
};
};
constexpr VectorBase<T, 3, 0>(T x, T y, T z): x(x), y(y), z(z) {
}
constexpr VectorBase<T, 3, 0>() = default;
};
template <typename T>
struct VectorBase<T, 4, 0> {
union {
T v[4];
struct {
T x, y, z, w;
};
struct {
T r, g, b, a;
};
};
constexpr VectorBase<T, 4, 0>(T x, T y, T z, T w): x(x), y(y), z(z), w(w) {
}
constexpr VectorBase<T, 4, 0>() = default;
};
export template <typename T, std::uint32_t Len, std::uint32_t Aligment = 0>
class Vector : public VectorBase<T, Len, Aligment> {
public:
constexpr Vector(T x, T y, T z, T w ) requires(std::same_as<T, T> && Len == 4) : VectorBase<T, Len, Aligment>(x, y, z, w) {
}
constexpr Vector(T x, T y, T z) requires(std::same_as<T, T> && Len == 3) : VectorBase<T, Len, Aligment>(x, y, z) {
}
constexpr Vector(T x, T y) requires(std::same_as<T, T> && Len == 2) : VectorBase<T, Len, Aligment>(x, y) {
}
constexpr Vector() = default;
template <std::uint32_t BAlignment>
constexpr operator Vector<T, Len, BAlignment>() const {
Vector<T, Len, BAlignment> returnVector;
for(std::uint32_t i = 0; i < Len; i++) {
returnVector.v[i] = this->v[i];
}
return returnVector;
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr Vector<T, Len, Aligment> operator+(Vector<T, Blen, BAlignment> b) const {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
resultVector.v[i] = this->v[i]+b.v[i];
}
return resultVector;
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr Vector<T, Len, Aligment> operator-(Vector<T, Blen, BAlignment> b) const {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
resultVector.v[i] = this->v[i]-b.v[i];
}
return resultVector;
}
constexpr Vector<T, Len, Aligment> operator-(){
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < Len; i++) {
resultVector.v[i] = -this->v[i];
}
return resultVector;
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr Vector<T, Len, Aligment> operator*(Vector<T, Blen, BAlignment> b) const {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
resultVector.v[i] = this->v[i]*b.v[i];
}
return resultVector;
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr Vector<T, Len, Aligment> operator/(Vector<T, Blen, BAlignment> b) const {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
resultVector.v[i] = this->v[i]/b.v[i];
}
return resultVector;
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr void operator+=(Vector<T, Blen, BAlignment> b){
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
this->v[i]+=b.v[i];
}
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr void operator-=(Vector<T, Blen, BAlignment> b){
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
this->v[i]-=b.v[i];
}
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr void operator*=(Vector<T, Blen, BAlignment> b){
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
this->v[i]*=b.v[i];
}
}
template <std::uint32_t Blen, std::uint32_t BAlignment>
constexpr void operator/=(Vector<T, Blen, BAlignment> b){
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
this->v[i]/=b.v[i];
}
}
template <typename BT>
constexpr Vector<T, Len, Aligment> operator+(BT b) const requires std::is_arithmetic_v<BT> {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < Len; i++) {
resultVector.v[i] = this->v[i] + b;
}
return resultVector;
}
template <typename BT>
constexpr Vector<T, Len, Aligment> operator-(BT b) const requires std::is_arithmetic_v<BT> {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < Len; i++) {
resultVector.v[i] = this->v[i] - b;
}
return resultVector;
}
template <typename BT>
constexpr Vector<T, Len, Aligment> operator*(BT b) const requires std::is_arithmetic_v<BT> {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < Len; i++) {
resultVector.v[i] = this->v[i] * b;
}
return resultVector;
}
template <typename BT>
constexpr Vector<T, Len, Aligment> operator/(BT b) const requires std::is_arithmetic_v<BT> {
Vector<T, Len, Aligment> resultVector;
for(std::uint32_t i = 0; i < Len; i++) {
resultVector.v[i] = this->v[i] / b;
}
return resultVector;
}
template <typename BT>
constexpr void operator+=(BT b) requires std::is_arithmetic_v<BT>{
for(std::uint32_t i = 0; i < Len; i++) {
this->v[i] += b;
}
}
template <typename BT>
constexpr void operator-=(BT b) requires std::is_arithmetic_v<BT>{
for(std::uint32_t i = 0; i < Len; i++) {
this->v[i] -= b;
}
}
template <typename BT>
constexpr void operator*=(BT b) requires std::is_arithmetic_v<BT>{
for(std::uint32_t i = 0; i < Len; i++) {
this->v[i] *= b;
}
}
template <typename BT>
constexpr void operator/=(BT b) requires std::is_arithmetic_v<BT>{
for(std::uint32_t i = 0; i < Len; i++) {
this->v[i] /= b;
}
}
template <typename BT, std::uint32_t Blen, std::uint32_t BAlignment>
constexpr bool operator==(Vector<BT, Blen, BAlignment> b) const {
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
if(this->v[i] != b.v[i]) {
return false;
}
}
return true;
}
template <typename BT, std::uint32_t Blen, std::uint32_t BAlignment>
constexpr bool operator!=(Vector<BT, Blen, BAlignment> b) const {
for(std::uint32_t i = 0; i < std::min(Len, Blen); i++) {
if(this->v[i] != b.v[i]) {
return true;
}
}
return false;
}
constexpr void Normalize() {
T fLength = Length();
fLength = 1.0f / fLength;
for(std::uint32_t i = 0; i < Len; i++) {
this->v[i] *= fLength;
}
}
constexpr void Invert() {
for(std::uint32_t i = 0; i < Len; i++) {
this->v[i] = -this->v[i];
}
}
constexpr T Length() const {
T Result = LengthSq();
return std::sqrtf(Result);
}
constexpr T LengthSq() const {
return Dot(*this, *this);
}
template <typename AT, std::uint32_t Alen, std::uint32_t AAlignment, typename BT, std::uint32_t Blen, std::uint32_t BAlignment>
constexpr static Vector<T, Len, Aligment> Cross(Vector<AT, Alen, AAlignment> a, Vector<BT, Blen, BAlignment> b) requires(Len == 3 && Alen >= 3 && Blen >= 3) {
return Vector<T, Len, Aligment>(
(a.v[1] * b.v[2]) - (a.v[2] * b.v[1]),
(a.v[2] * b.v[0]) - (a.v[0] * b.v[2]),
(a.v[0] * b.v[1]) - (a.v[1] * b.v[0])
);
}
template <typename AT, std::uint32_t Alen, std::uint32_t AAlignment>
constexpr static Vector<T, Len, Aligment> Normalize(Vector<AT, Alen, AAlignment> a) requires(Len == Alen) {
Vector<T, Len, Aligment> returned;
T fLength = a.Length();
if (fLength > 0) {
fLength = 1.0f / fLength;
}
for(std::uint32_t i = 0; i < Len; i++) {
returned.v[i] = a.v[i] * fLength;
}
return returned;
}
template <typename AT, std::uint32_t Alen, std::uint32_t AAlignment, typename BT, std::uint32_t Blen, std::uint32_t BAlignment>
constexpr static T Dot(Vector<AT, Alen, AAlignment> a, Vector<BT, Blen, BAlignment> b) requires(Alen >= Len && Blen >= Len) {
T accumulate = a.v[0] * b.v[0];
for(std::uint32_t i = 1; i < Len; i++) {
accumulate += a.v[i] * b.v[i];
}
return accumulate;
}
template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
constexpr static Vector<T, 3, Aligment> Rotate(Vector<AT, 3, AAlignment> v, Vector<BT, 4, BAlignment> q) requires(Len == 3) {
Vector<T, 3, 0> qv(q.x, q.y, q.z);
Vector<T, 3, 0> t = Vector<T, 3, Aligment>::Cross(qv, v) * T(2);
return v + t * q.w + Vector<T, 3, Aligment>::Cross(qv, t);
}
template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment, typename PT, std::uint32_t PAlignment>
constexpr static Vector<T, 3, Aligment> RotatePivot(Vector<AT, 3, AAlignment> v, Vector<BT, 4, BAlignment> q, Vector<PT, 3, PAlignment> pivot) requires(Len == 3) {
Vector<T, 3, 0> translated = v - pivot;
Vector<T, 3, 0> qv(q.x, q.y, q.z);
Vector<T, 3, 0> t = Cross(qv, translated) * T(2);
Vector<T, 3, 0> rotated = translated + t * q.w +Cross(qv, t);
return rotated + pivot;
}
template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment, typename CT, std::uint32_t CAlignment>
constexpr static Vector<T, 4, Aligment> QuanternionFromBasis(Vector<AT, 3, AAlignment> right, Vector<BT, 3, BAlignment> up, Vector<CT, 3, CAlignment> forward) requires(Len == 4) {
T m00 = right.x;
T m01 = up.x;
T m02 = forward.x;
T m10 = right.y;
T m11 = up.y;
T m12 = forward.y;
T m20 = right.z;
T m21 = up.z;
T m22 = forward.z;
T trace = m00 + m11 + m22;
Vector<T, 4, Aligment> q;
if (trace > std::numeric_limits<T>::epsilon()) {
T s = std::sqrt(trace + T(1)) * T(2);
q.w = T(0.25) * s;
q.x = (m21 - m12) / s;
q.y = (m02 - m20) / s;
q.z = (m10 - m01) / s;
}
else if ((m00 > m11) && (m00 > m22)) {
T s = std::sqrt(T(1) + m00 - m11 - m22) * T(2);
q.w = (m21 - m12) / s;
q.x = T(0.25) * s;
q.y = (m01 + m10) / s;
q.z = (m02 + m20) / s;
}
else if (m11 > m22) {
T s = std::sqrt(T(1) + m11 - m00 - m22) * T(2);
q.w = (m02 - m20) / s;
q.x = (m01 + m10) / s;
q.y = T(0.25) * s;
q.z = (m12 + m21) / s;
}
else {
T s = std::sqrt(T(1) + m22 - m00 - m11) * T(2);
q.w = (m10 - m01) / s;
q.x = (m02 + m20) / s;
q.y = (m12 + m21) / s;
q.z = T(0.25) * s;
}
q.Normalize();
return q;
}
constexpr static Vector<T, 4, Aligment> QuanternionFromEuler(T rollHalf, T pitchHalf, T yawHalf) {
T cr = std::cos(rollHalf);
T sr = std::sin(rollHalf);
T cp = std::cos(pitchHalf);
T sp = std::sin(pitchHalf);
T cy = std::cos(yawHalf);
T sy = std::sin(yawHalf);
return Vector<T, 4, Aligment>(
sr * cp * cy - cr * sp * sy,
cr * sp * cy + sr * cp * sy,
cr * cp * sy - sr * sp * cy,
cr * cp * cy + sr * sp * sy
);
}
// The quaternions here are Vector<T, 4> in (x, y, z, w) order, w the
// scalar part, applied as Rotate does (q v q*). They take and return
// unit quaternions.
// The Hamilton product: rotation b followed by rotation a, so
// Rotate(v, QuanternionMultiply(a, b)) == Rotate(Rotate(v, b), a).
template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
constexpr static Vector<T, 4, Aligment> QuanternionMultiply(Vector<AT, 4, AAlignment> a, Vector<BT, 4, BAlignment> b) requires(Len == 4) {
return Vector<T, 4, Aligment>(
a.w * b.x + a.x * b.w + a.y * b.z - a.z * b.y,
a.w * b.y - a.x * b.z + a.y * b.w + a.z * b.x,
a.w * b.z + a.x * b.y - a.y * b.x + a.z * b.w,
a.w * b.w - a.x * b.x - a.y * b.y - a.z * b.z
);
}
// The inverse rotation.
template <typename AT, std::uint32_t AAlignment>
constexpr static Vector<T, 4, Aligment> QuanternionConjugate(Vector<AT, 4, AAlignment> q) requires(Len == 4) {
return Vector<T, 4, Aligment>(-q.x, -q.y, -q.z, q.w);
}
// `angle` radians about the unit vector `axis`, right-handed: a
// positive angle about +Z turns +X towards +Y.
template <typename AT, std::uint32_t AAlignment>
constexpr static Vector<T, 4, Aligment> QuanternionFromAxisAngle(Vector<AT, 3, AAlignment> axis, T angle) requires(Len == 4) {
const T s = std::sin(angle * T(0.5));
return Vector<T, 4, Aligment>(axis.x * s, axis.y * s, axis.z * s, std::cos(angle * T(0.5)));
}
// The shortest rotation taking unit direction `from` onto unit
// direction `to`. For opposite directions every axis perpendicular
// to `from` is a shortest arc, and the cross product that picks the
// axis otherwise is zero; the axis is then taken against whichever of
// X and Y is further from parallel to `from`.
template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
constexpr static Vector<T, 4, Aligment> QuanternionFromUnitVectors(Vector<AT, 3, AAlignment> from, Vector<BT, 3, BAlignment> to) requires(Len == 4) {
const Vector<T, 3, 0> f(from.x, from.y, from.z);
const T d = f.x * to.x + f.y * to.y + f.z * to.z;
if (d < T(-1) + T(1e-6)) {
Vector<T, 3, 0> axis = std::abs(f.x) < T(0.9)
? Vector<T, 3, 0>::Cross(Vector<T, 3, 0>(1, 0, 0), f)
: Vector<T, 3, 0>::Cross(Vector<T, 3, 0>(0, 1, 0), f);
axis.Normalize();
return Vector<T, 4, Aligment>(axis.x, axis.y, axis.z, T(0));
}
const Vector<T, 3, 0> c = Vector<T, 3, 0>::Cross(f, Vector<T, 3, 0>(to.x, to.y, to.z));
Vector<T, 4, Aligment> q(c.x, c.y, c.z, T(1) + d);
q.Normalize();
return q;
}
// Normalized linear interpolation from a to b, along the shorter arc
// (q and -q are the same rotation, and blending towards the wrong one
// swings the long way round). Cheaper than Slerp; its angular speed
// varies a little along the arc, which damping and blending between
// nearby poses don't notice.
template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
constexpr static Vector<T, 4, Aligment> QuanternionNlerp(Vector<AT, 4, AAlignment> a, Vector<BT, 4, BAlignment> b, T t) requires(Len == 4) {
const T sign = (a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w) < T(0) ? T(-1) : T(1);
Vector<T, 4, Aligment> q(
a.x + (b.x * sign - a.x) * t,
a.y + (b.y * sign - a.y) * t,
a.z + (b.z * sign - a.z) * t,
a.w + (b.w * sign - a.w) * t
);
q.Normalize();
return q;
}
// Spherical linear interpolation from a to b: constant angular speed,
// along the shorter arc. Nearly identical inputs go through Nlerp,
// which is exact enough there, instead of dividing by sin(~0).
template <typename AT, std::uint32_t AAlignment, typename BT, std::uint32_t BAlignment>
constexpr static Vector<T, 4, Aligment> QuanternionSlerp(Vector<AT, 4, AAlignment> a, Vector<BT, 4, BAlignment> b, T t) requires(Len == 4) {
T cosAngle = a.x * b.x + a.y * b.y + a.z * b.z + a.w * b.w;
T sign = T(1);
if (cosAngle < T(0)) {
cosAngle = -cosAngle;
sign = T(-1);
}
if (cosAngle > T(0.9995)) {
return QuanternionNlerp(a, b, t);
}
const T angle = std::acos(cosAngle);
const T sinAngle = std::sin(angle);
const T wa = std::sin((T(1) - t) * angle) / sinAngle;
const T wb = std::sin(t * angle) / sinAngle * sign;
return Vector<T, 4, Aligment>(
a.x * wa + b.x * wb,
a.y * wa + b.y * wb,
a.z * wa + b.z * wb,
a.w * wa + b.w * wb
);
}
};
}
template <typename T, std::uint32_t Len, std::uint32_t Aligment>
struct std::formatter<Crafter::Vector<T, Len, Aligment>> : std::formatter<std::string> {
auto format(const Crafter::Vector<T, Len, Aligment>& vec, format_context& ctx) const {
std::string out = "{";
for(std::uint32_t i2 = 0; i2 < Len; i2++) {
#ifdef __x86_64
if constexpr(std::same_as<T, _Float16>) {
out += std::format("{}", static_cast<float>(vec.v[i2]));
} else
#endif
{
out += std::format("{}", vec.v[i2]);
}
if (i2 + 1 < Len) out += ",";
}
out += "}";
return std::formatter<std::string>::format(out, ctx);
}
};
template <typename T, std::uint32_t Len, std::uint32_t Aligment, typename BT>
constexpr Crafter::Vector<T, Len, Aligment> operator*(BT b, const Crafter::Vector<T, Len, Aligment>& v) requires std::is_arithmetic_v<BT> {
return v * b;
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}