Files
cs2-external-esp/memory-external/classes/vector.hpp
T

104 lines
2.4 KiB
C++

#pragma once
#include <numbers>
#include <cmath>
#include "globals.hpp"
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<float>),
std::atan2(y, x) * (180.0f / std::numbers::pi_v<float>),
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 = g::gameBounds.right * .5f;
float y = g::gameBounds.bottom * .5f;
x += 0.5f * _x * g::gameBounds.right + 0.5f;
y -= 0.5f * _y * g::gameBounds.bottom + 0.5f;
return { x, y, w };
}
// struct data
float x, y, z;
};