raylib-cpp
C++ object-oriented wrapper library for raylib.
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Vector4.hpp
1#ifndef RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
2#define RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
3
4#ifndef RAYLIB_CPP_NO_MATH
5#include <cmath>
6#include <utility>
7#endif
8
9#include <string>
10
11#include "./raylib-cpp-utils.hpp"
12#include "./raylib.hpp"
13#include "./raymath.hpp"
14#include "./raylib-cpp-utils.hpp"
15#include "./RadiansDegrees.hpp"
16
17namespace raylib {
21class Vector4 : public ::Vector4 {
22public:
23 Vector4(const ::Vector4& vec) : ::Vector4{vec.x, vec.y, vec.z, vec.w} {}
24
25 Vector4(float x, float y, float z, float w) : ::Vector4{x, y, z, w} {}
26 Vector4(float x, float y, float z) : ::Vector4{x, y, z, 0} {}
27 Vector4(float x, float y) : ::Vector4{x, y, 0, 0} {}
28 Vector4(float x) : ::Vector4{x, 0, 0, 0} {}
29 Vector4() : ::Vector4{0, 0, 0, 0} {}
30 Vector4(::Rectangle rectangle) : ::Vector4{rectangle.x, rectangle.y, rectangle.width, rectangle.height} {}
31
32 Vector4(::Color color) { set(ColorNormalize(color)); }
33
34 GETTERSETTER(float, X, x)
35 GETTERSETTER(float, Y, y)
36 GETTERSETTER(float, Z, z)
37 GETTERSETTER(float, W, w)
38
39 Vector4& operator=(const ::Vector4& vector4) {
40 set(vector4);
41 return *this;
42 }
43
44 bool operator==(const ::Vector4& other) const {
45 return x == other.x && y == other.y && z == other.z && w == other.w;
46 }
47
48 bool operator!=(const ::Vector4& other) const { return !(*this == other); }
49
50 [[nodiscard]] ::Rectangle ToRectangle() const { return {x, y, z, w}; }
51
52 operator ::Rectangle() const { return {x, y, z, w}; }
53
54 [[nodiscard]] std::string ToString() const { return TextFormat("Vector4(%f, %f, %f, %f)", x, y, z, w); }
55
56 operator std::string() const { return ToString(); }
57
58#ifndef RAYLIB_CPP_NO_MATH
59 [[nodiscard]] Vector4 Multiply(const ::Vector4& vector4) const { return QuaternionMultiply(*this, vector4); }
60
61 Vector4 operator*(const ::Vector4& vector4) const { return QuaternionMultiply(*this, vector4); }
62
63 [[nodiscard]] Vector4 Lerp(const ::Vector4& vector4, float amount) const { return QuaternionLerp(*this, vector4, amount); }
64
65 [[nodiscard]] Vector4 Nlerp(const ::Vector4& vector4, float amount) const { return QuaternionNlerp(*this, vector4, amount); }
66
67 [[nodiscard]] Vector4 Slerp(const ::Vector4& vector4, float amount) const { return QuaternionSlerp(*this, vector4, amount); }
68
69 [[nodiscard]] Matrix ToMatrix() const { return QuaternionToMatrix(*this); }
70
71 [[nodiscard]] float Length() const { return QuaternionLength(*this); }
72
73 [[nodiscard]] Vector4 Normalize() const { return QuaternionNormalize(*this); }
74
75 [[nodiscard]] Vector4 Invert() const { return QuaternionInvert(*this); }
76
77 void ToAxisAngle(::Vector3 *outAxis, float *outAngle) const {
78 QuaternionToAxisAngle(*this, outAxis, outAngle);
79 }
80 void ToAxisAngle(::Vector3 *outAxis, Radian *outAngle) const {
81 float tmp;
82 ToAxisAngle(outAxis, &tmp);
83 *outAngle = tmp;
84 }
85
89 std::pair<Vector3, Radian> ToAxisAngle() const {
90 Vector3 outAxis;
91 float outAngle;
92 QuaternionToAxisAngle(*this, &outAxis, &outAngle);
93
94 return std::pair<Vector3, Radian>(outAxis, outAngle);
95 }
96
97 [[nodiscard]] Vector4 Transform(const ::Matrix& matrix) const { return ::QuaternionTransform(*this, matrix); }
98
99 static Vector4 Identity() { return ::QuaternionIdentity(); }
100
101 static Vector4 FromVector3ToVector3(const ::Vector3& from, const ::Vector3& to) {
102 return ::QuaternionFromVector3ToVector3(from, to);
103 }
104
105 static Vector4 FromMatrix(const ::Matrix& matrix) { return ::QuaternionFromMatrix(matrix); }
106
107 static Vector4 FromAxisAngle(const ::Vector3& axis, const Radian angle) {
108 return ::QuaternionFromAxisAngle(axis, angle);
109 }
110
111 static Vector4 FromEuler(const Degree pitch, const Degree yaw, const Degree roll) {
112 return ::QuaternionFromEuler(pitch, yaw, roll);
113 }
114
115 static Vector4 FromEuler(const ::Vector3& vector3) {
116 return ::QuaternionFromEuler(vector3.x, vector3.y, vector3.z);
117 }
118
119 [[nodiscard]] Vector3 ToEuler() const { return ::QuaternionToEuler(*this); }
120#endif
121
122 [[nodiscard]] Color ColorFromNormalized() const { return ::ColorFromNormalized(*this); }
123
124 operator Color() const { return ColorFromNormalized(); }
125protected:
126 void set(const ::Vector4& vec4) {
127 x = vec4.x;
128 y = vec4.y;
129 z = vec4.z;
130 w = vec4.w;
131 }
132};
133
134// Alias the Vector4 as Quaternion.
135using Quaternion = Vector4;
136
137} // namespace raylib
138
141
142#endif // RAYLIB_CPP_INCLUDE_VECTOR4_HPP_
Matrix type (OpenGL style 4x4 - right handed, column major)
Definition: Matrix.hpp:18
Vector3 type.
Definition: Vector3.hpp:20
Vector4 type.
Definition: Vector4.hpp:21
std::pair< Vector3, Radian > ToAxisAngle() const
Get the rotation angle and axis for a given quaternion.
Definition: Vector4.hpp:89
All raylib-cpp classes and functions appear in the raylib namespace.
Definition: AudioDevice.hpp:8