#ifndef CORE_MATH_H #define CORE_MATH_H #include /** * @file CoreMath.h * * Basic vector structs for manipulating 2D and 3D coordinates * */ /** * * Applies pos, rot, and scale * */ struct FVector { float x, y, z; #ifdef __cplusplus // Operator to add two FVector objects FVector operator+(const FVector& other) const { return FVector(x + other.x, y + other.y, z + other.z); } // Operator to subtract two FVector objects FVector operator-(const FVector& other) const { return FVector(x - other.x, y - other.y, z - other.z); } // Operator to multiply a FVector by a scalar (float) FVector operator*(float scalar) const { return FVector(x * scalar, y * scalar, z * scalar); } float Dot(const FVector& other) const { return x * other.x + y * other.y + z * other.z; } FVector Cross(const FVector& other) const { return FVector( y * other.z - z * other.y, z * other.x - x * other.z, x * other.y - y * other.x ); } float Magnitude() const { return std::sqrt(x * x + y * y + z * z); } FVector Normalize() const { float len = std::sqrt(x * x + y * y + z * z); if (len > 0.0001f) { return FVector( x / len, y / len, z / len ); } return FVector(0, 0, 0); } FVector() : x(0), y(0), z(0) {} FVector(float x, float y, float z) : x(x), y(y), z(z) {} #endif // __cplusplus }; struct FVector4 { float x, y, z, w; #ifdef __cplusplus FVector4() : x(0), y(0), z(0), w(0) {} FVector4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) {} #endif // __cplusplus }; /** * 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; #ifdef __cplusplus FVector2D& operator=(const FVector2D& other) { x = other.x; z = other.z; return *this; } FVector2D() : x(0), z(0) {} FVector2D(float x, float z) : x(x), z(z) {} #endif // __cplusplus }; // Sets integer X Z coordinates typedef struct IVector2D { int32_t X, Y; #ifdef __cplusplus IVector2D() : X(0), Y(0) {} // Default constructor IVector2D(int32_t x, int32_t y) : X(x), Y(y) {} // Constructor to initialize with values IVector2D& operator=(const IVector2D& other) { X = other.X; Y = other.Y; return *this; } #endif // __cplusplus } IVector2D; /** * This struct immediately converts float pitch/yaw/roll in degrees to n64 int16_t binary angles 0-0xFFFF == 0-360 degrees * ToDegrees() Receive an FRotator of float degrees back. * Set() Set an n64 int16_t binary angles 0-0xFFFF */ struct IRotator { uint16_t pitch, yaw, roll; #ifdef __cplusplus IRotator& operator=(const IRotator& other) { pitch = other.pitch; yaw = other.yaw; roll = other.roll; return *this; } [[nodiscard]] void Set(uint16_t p, uint16_t y, uint16_t r) { pitch = p; yaw = y; roll = r; } IRotator() : pitch(0), yaw(0), roll(0) {} IRotator(float p, float y, float r) { pitch = p * (UINT16_MAX / 360); yaw = y * (UINT16_MAX / 360); roll = r * (UINT16_MAX / 360); } // Convert to radians as FVector [[nodiscard]] FVector ToRadians() const { float scale = 2.0f * M_PI / 65536.0f; return FVector( pitch * scale, yaw * scale, roll * scale ); } #endif // __cplusplus }; /** * Use IRotator unless you want to do some math in degrees. * Always use ToBinary() or Rotator when sending into matrices or apply translation functions * Convert from IRotator to FRotator float degrees by doing FRotator(myIRotator); */ struct FRotator { float pitch, yaw, roll; #ifdef __cplusplus FRotator& operator=(const FRotator& other) { pitch = other.pitch; yaw = other.yaw; roll = other.roll; return *this; } // Convert to binary rotator 0 --> INT16_MAX [[nodiscard]] IRotator ToBinary() const { return IRotator( static_cast(pitch * (UINT16_MAX / 360)), static_cast(yaw * (UINT16_MAX / 360)), static_cast(roll * (UINT16_MAX / 360)) ); } FRotator() : pitch(0), yaw(0), roll(0) {} FRotator(float p, float y, float r) : pitch(p), yaw(y), roll(r) {} FRotator(IRotator rot) { pitch = static_cast(rot.pitch * (360 / UINT16_MAX)); yaw = static_cast(rot.yaw * (360 / UINT16_MAX)); roll = static_cast(rot.roll * (360 / UINT16_MAX)); } #endif // __cplusplus }; /** * For selecting a section of a course path * Usage: IPathSpan(point1, point2) --> IPathSpan(40, 65) */ struct IPathSpan { int Start, End; #ifdef __cplusplus // 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); } #endif // __cplusplus }; #endif // CORE_MATH_H