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GiantsTools/Sdk/Include/DataTypes.h

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#pragma once
#include <float.h>
#include <math.h>
#include <memory>
#include <string>
#include <string_view>
//////////////////////////////////////////////////////////////////////////////////////
// Basic game data types and macros
typedef unsigned int uint;
typedef unsigned char UBYTE;
typedef signed char SBYTE;
typedef unsigned short UWORD;
typedef int BOOL;
typedef unsigned long ULONG;
typedef unsigned long DWORD;
typedef std::int64_t int64;
typedef std::uint64_t uint64;
#ifdef UNICODE
typedef std::wstring tstring;
typedef std::wstring_view tstring_view;
#else
typedef std::string tstring;
typedef std::string_view tstring_view;
#endif
#define countof(array) (sizeof((array)) / sizeof((array)[0]))
#define FlagSet(b, f) ((b) |= (f))
#define FlagClear(b, f) ((b) &= ~(f))
#define FlagIsClear(b, f) (!FlagIsSet(b, f))
#define FlagFlip(b, f) ((b) ^= (f))
#define FlagIsSet(b, f) (((b) & (f)) != 0)
//////////////////////////////////////////////////////////////////////////////////////
// Vectors
struct P3D
{
float x;
float y;
float z;
inline const P3D& operator -= (const P3D& rhs)
{
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
}
inline const P3D& operator += (const P3D& rhs)
{
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
inline P3D operator - (const P3D& rhs)
{
P3D result;
result.x = x - rhs.x;
result.y = y - rhs.y;
result.z = z - rhs.z;
return result;
}
inline P3D Cross(const P3D& v2)
{
P3D result;
result.x = y * v2.z - z * v2.y;
result.y = z * v2.x - x * v2.z;
result.z = x * v2.y - y * v2.x;
return result;
}
inline float Dot(const P3D& v2)
{
return x * v2.x + y * v2.y + z * v2.z;
}
inline float Length()
{
return (float)(sqrt(x * x + y * y + z * z));
}
inline P3D Scale(float scale)
{
x *= scale;
y *= scale;
z *= scale;
return *this;
}
inline P3D Normalize()
{
const float length = Length();
P3D normalized = *this;
float factor = 0.0f;
if (length)
{
factor = 1 / length;
}
else
{
factor = 1.0f;
}
normalized.x *= factor;
normalized.y *= factor;
normalized.z *= factor;
return normalized;
}
bool IsNaN() const
{
return (_isnan(x) || _isnan(y) || _isnan(z));
}
bool Finite() const
{
return (_finite(x) && _finite(y) && _finite(z));
}
};
#pragma pack (push, 1)
// Optimized 3D vector for network packets.
struct NetP3D
{
short x, y, z;
};
#pragma pack (pop)
//////////////////////////////////////////////////////////////////////////////////////
struct RGBFloat
{
float r{};
float g{};
float b{};
};
struct VertRGB
{
unsigned char r;
unsigned char g;
unsigned char b;
};
struct UV
{
float u, v;
};