#pragma once #include /** * @file CoreMath.h * * Basic vector structs for manipulating 2D and 3D coordinates * */ struct FVector { float x, y, z; FVector& operator=(const FVector& other) { x = other.x; y = other.y; z = other.z; return *this; } }; /** * For providing X and Z when you do not need Y * Some actors set themselves on the surface automatically * which means it does not use a Y coordinate * The train follows a set Y value. The hedgehog's patrolPoint only uses X and Z. */ struct FVector2D { float x, z; FVector2D& operator=(const FVector2D& other) { x = other.x; z = other.z; return *this; } }; // Sets integer X Z coordinates struct IVector2D { int32_t X, Z; IVector2D() : X(0), Z(0) {} // Default constructor IVector2D(int32_t x, int32_t z) : X(x), Z(z) {} // Constructor to initialize with values IVector2D& operator=(const IVector2D& other) { X = other.X; Z = other.Z; return *this; } }; struct FRotation { float pitch, yaw, roll; FRotation& operator=(const FRotation& other) { pitch = other.pitch; yaw = other.yaw; roll = other.roll; return *this; } }; /** * For selecting a section of a course path * Usage: IPathSpan(point1, point2) --> IPathSpan(40, 65) */ struct IPathSpan { int Start, End; // Default Constructor IPathSpan() : Start(0), End(0) {} // Parameterized Constructor IPathSpan(int InStart, int InEnd) : Start(InStart), End(InEnd) {} // Copy Assignment Operator IPathSpan& operator=(const IPathSpan& Other) { if (this != &Other) { // Avoid self-assignment Start = Other.Start; End = Other.End; } return *this; } // Equality Operator bool operator==(const IPathSpan& Other) const { return Start == Other.Start && End == Other.End; } // Inequality Operator bool operator!=(const IPathSpan& Other) const { return !(*this == Other); } };