refactor: allow usage of NiPoint3 and NiQuaternion in constexpr context (#1414)

* allow usage of NiPoint3 and NiQuaternion in constexpr context

* removed .cpp files entirely

* moving circular dependency circumvention stuff to an .inl file

* real world usage!!!!!

* reverting weird branch cross-pollination

* removing more weird branch cross-pollination

* remove comment

* added inverse header guard to inl file

* Update NiPoint3.inl

* trying different constructor syntax

* reorganize into .inl files for readability

* uncomment include

* moved non-constexpr definitions to cpp file

* moved static definitions back to inl files

* testing fix

* moved constants into seperate namespace

* Undo change in build-and-test.yml

* nodiscard
This commit is contained in:
jadebenn
2024-01-29 01:53:12 -06:00
committed by GitHub
parent 2f247b1fc9
commit a0d51e21ca
41 changed files with 509 additions and 533 deletions

View File

@@ -1,4 +1,5 @@
#pragma once
#ifndef __NIPOINT3_H__
#define __NIPOINT3_H__
/*!
\file NiPoint3.hpp
@@ -12,13 +13,13 @@ typedef NiPoint3 Vector3; //!< The Vector3 class is technically the NiPoin
//! A custom class the defines a point in space
class NiPoint3 {
public:
float x; //!< The x position
float y; //!< The y position
float z; //!< The z position
float x{ 0 }; //!< The x position
float y{ 0 }; //!< The y position
float z{ 0 }; //!< The z position
//! Initializer
NiPoint3(void);
constexpr NiPoint3() = default;
//! Initializer
/*!
@@ -26,23 +27,21 @@ public:
\param y The y coordinate
\param z The z coordinate
*/
NiPoint3(float x, float y, float z);
constexpr NiPoint3(const float x, const float y, const float z) noexcept
: x{ x }
, y{ y }
, z{ z } {
}
//! Copy Constructor
/*!
\param point The point to copy
*/
NiPoint3(const NiPoint3& point);
//! Destructor
~NiPoint3(void);
// MARK: Constants
static const NiPoint3 ZERO; //!< Point(0, 0, 0)
static const NiPoint3 UNIT_X; //!< Point(1, 0, 0)
static const NiPoint3 UNIT_Y; //!< Point(0, 1, 0)
static const NiPoint3 UNIT_Z; //!< Point(0, 0, 1)
static const NiPoint3 UNIT_ALL; //!< Point(1, 1, 1)
constexpr NiPoint3(const NiPoint3& point) noexcept
: x{ point.x }
, y{ point.y }
, z{ point.z } {
}
// MARK: Getters / Setters
@@ -50,38 +49,37 @@ public:
/*!
\return The x coordinate
*/
float GetX(void) const;
[[nodiscard]] constexpr float GetX() const noexcept;
//! Sets the X coordinate
/*!
\param x The x coordinate
*/
void SetX(float x);
constexpr void SetX(const float x) noexcept;
//! Gets the Y coordinate
/*!
\return The y coordinate
*/
float GetY(void) const;
[[nodiscard]] constexpr float GetY() const noexcept;
//! Sets the Y coordinate
/*!
\param y The y coordinate
*/
void SetY(float y);
constexpr void SetY(const float y) noexcept;
//! Gets the Z coordinate
/*!
\return The z coordinate
*/
float GetZ(void) const;
[[nodiscard]] constexpr float GetZ() const noexcept;
//! Sets the Z coordinate
/*!
\param z The z coordinate
*/
void SetZ(float z);
constexpr void SetZ(const float z) noexcept;
// MARK: Member Functions
@@ -89,72 +87,70 @@ public:
/*!
\return The scalar length of the vector
*/
float Length(void) const;
[[nodiscard]] float Length() const;
//! Gets the squared length of a vector
/*!
\return The squared length of a vector
*/
float SquaredLength(void) const;
[[nodiscard]] constexpr float SquaredLength() const noexcept;
//! Returns the dot product of the vector dotted with another vector
/*!
\param vec The second vector
\return The dot product of the two vectors
*/
float DotProduct(const Vector3& vec) const;
[[nodiscard]] constexpr float DotProduct(const Vector3& vec) const noexcept;
//! Returns the cross product of the vector crossed with another vector
/*!
\param vec The second vector
\return The cross product of the two vectors
*/
Vector3 CrossProduct(const Vector3& vec) const;
[[nodiscard]] constexpr Vector3 CrossProduct(const Vector3& vec) const noexcept;
//! Unitize the vector
/*!
\returns The current vector
*/
NiPoint3 Unitize(void) const;
[[nodiscard]] NiPoint3 Unitize() const;
// MARK: Operators
//! Operator to check for equality
bool operator==(const NiPoint3& point) const;
constexpr bool operator==(const NiPoint3& point) const noexcept;
//! Operator to check for inequality
bool operator!=(const NiPoint3& point) const;
constexpr bool operator!=(const NiPoint3& point) const noexcept;
//! Operator for subscripting
float& operator[](int i);
constexpr float& operator[](const int i) noexcept;
//! Operator for subscripting
const float& operator[](int i) const;
constexpr const float& operator[](const int i) const noexcept;
//! Operator for addition of vectors
NiPoint3 operator+(const NiPoint3& point) const;
constexpr NiPoint3 operator+(const NiPoint3& point) const noexcept;
//! Operator for addition of vectors
NiPoint3& operator+=(const NiPoint3& point);
constexpr NiPoint3& operator+=(const NiPoint3& point) noexcept;
NiPoint3& operator*=(const float scalar);
constexpr NiPoint3& operator*=(const float scalar) noexcept;
//! Operator for subtraction of vectors
NiPoint3 operator-(const NiPoint3& point) const;
constexpr NiPoint3 operator-(const NiPoint3& point) const noexcept;
//! Operator for addition of a scalar on all vector components
NiPoint3 operator+(float fScalar) const;
constexpr NiPoint3 operator+(const float fScalar) const noexcept;
//! Operator for subtraction of a scalar on all vector components
NiPoint3 operator-(float fScalar) const;
constexpr NiPoint3 operator-(const float fScalar) const noexcept;
//! Operator for scalar multiplication of a vector
NiPoint3 operator*(float fScalar) const;
constexpr NiPoint3 operator*(const float fScalar) const noexcept;
//! Operator for scalar division of a vector
NiPoint3 operator/(float fScalar) const;
constexpr NiPoint3 operator/(const float fScalar) const noexcept;
// MARK: Helper Functions
@@ -164,14 +160,14 @@ public:
\param maxPoint The maximum point of the bounding box
\return Whether or not this point lies within the box
*/
bool IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint);
[[nodiscard]] constexpr bool IsWithinAxisAlignedBox(const NiPoint3& minPoint, const NiPoint3& maxPoint) noexcept;
//! Checks to see if the point (or vector) is within a sphere
/*!
\param sphereCenter The sphere center
\param radius The radius
*/
bool IsWithinSpehere(const NiPoint3& sphereCenter, float radius);
[[nodiscard]] constexpr bool IsWithinSphere(const NiPoint3& sphereCenter, const float radius) noexcept;
/*!
\param a Start of line
@@ -179,15 +175,30 @@ public:
\param p Refrence point
\return The point of line AB which is closest to P
*/
static NiPoint3 ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p);
[[nodiscard]] static constexpr NiPoint3 ClosestPointOnLine(const NiPoint3& a, const NiPoint3& b, const NiPoint3& p) noexcept;
static float Angle(const NiPoint3& a, const NiPoint3& b);
[[nodiscard]] static float Angle(const NiPoint3& a, const NiPoint3& b);
static float Distance(const NiPoint3& a, const NiPoint3& b);
[[nodiscard]] static float Distance(const NiPoint3& a, const NiPoint3& b);
static float DistanceSquared(const NiPoint3& a, const NiPoint3& b);
[[nodiscard]] static constexpr float DistanceSquared(const NiPoint3& a, const NiPoint3& b) noexcept;
static NiPoint3 MoveTowards(const NiPoint3& current, const NiPoint3& target, float maxDistanceDelta);
[[nodiscard]] static NiPoint3 MoveTowards(const NiPoint3& current, const NiPoint3& target, const float maxDistanceDelta);
NiPoint3 RotateByQuaternion(const NiQuaternion& rotation);
//This code is yoinked from the MS XNA code, so it should be right, even if it's horrible.
[[nodiscard]] constexpr NiPoint3 RotateByQuaternion(const NiQuaternion& rotation) noexcept;
};
// Static Variables
namespace NiPoint3Constant {
constexpr NiPoint3 ZERO(0.0f, 0.0f, 0.0f);
constexpr NiPoint3 UNIT_X(1.0f, 0.0f, 0.0f);
constexpr NiPoint3 UNIT_Y(0.0f, 1.0f, 0.0f);
constexpr NiPoint3 UNIT_Z(0.0f, 0.0f, 1.0f);
constexpr NiPoint3 UNIT_ALL(1.0f, 1.0f, 1.0f);
}
// .inl file needed for code organization and to circumvent circular dependency issues
#include "NiPoint3.inl"
#endif // !__NIPOINT3_H__