#pragma once #include #include int screen_x = GetSystemMetrics(SM_CXSCREEN); int screen_y = GetSystemMetrics(SM_CYSCREEN); struct view_matrix_t { float* operator[ ](int index) { return matrix[index]; } float matrix[4][4]; }; struct Vector3 { // constructor constexpr Vector3( const float x = 0.f, const float y = 0.f, const float z = 0.f) noexcept : x(x), y(y), z(z) { } // operator overloads constexpr const Vector3& operator-(const Vector3& other) const noexcept { return Vector3{ x - other.x, y - other.y, z - other.z }; } constexpr const Vector3& operator+(const Vector3& other) const noexcept { return Vector3{ x + other.x, y + other.y, z + other.z }; } constexpr const Vector3& operator/(const float factor) const noexcept { return Vector3{ x / factor, y / factor, z / factor }; } constexpr const Vector3& operator*(const float factor) const noexcept { return Vector3{ x * factor, y * factor, z * factor }; } constexpr const bool operator>(const Vector3& other) const noexcept { return x > other.x && y > other.y && z > other.z; } constexpr const bool operator>=(const Vector3& other) const noexcept { return x >= other.x && y >= other.y && z >= other.z; } constexpr const bool operator<(const Vector3& other) const noexcept { return x < other.x && y < other.y && z < other.z; } constexpr const bool operator<=(const Vector3& other) const noexcept { return x <= other.x && y <= other.y && z <= other.z; } // utils constexpr const Vector3& ToAngle() const noexcept { return Vector3{ std::atan2(-z, std::hypot(x, y)) * (180.0f / std::numbers::pi_v), std::atan2(y, x) * (180.0f / std::numbers::pi_v), 0.0f }; } float length() const { return std::sqrt(x * x + y * y + z * z); } float length2d() const { return std::sqrt(x * x + y * y); } constexpr const bool IsZero() const noexcept { return x == 0.f && y == 0.f && z == 0.f; } Vector3 world_to_screen(view_matrix_t matrix) const { float _x = matrix[0][0] * x + matrix[0][1] * y + matrix[0][2] * z + matrix[0][3]; float _y = matrix[1][0] * x + matrix[1][1] * y + matrix[1][2] * z + matrix[1][3]; float w = matrix[3][0] * x + matrix[3][1] * y + matrix[3][2] * z + matrix[3][3]; float inv_w = 1.f / w; _x *= inv_w; _y *= inv_w; float x = screen_x * .5f; float y = screen_y * .5f; x += 0.5f * _x * screen_x + 0.5f; y -= 0.5f * _y * screen_y + 0.5f; return { x, y, w }; } // struct data float x, y, z; };