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#pragma once
#include <libultraship.h>
/**
* @file CoreMath.h
*
* Basic vector structs for manipulating 2D and 3D coordinates
*
*/
struct FVector {
float x, y, z;
FVector& operator=(const FVector& other) {
x = other.x;
y = other.y;
z = other.z;
return *this;
}
FVector() : x(0), y(0), z(0) {}
FVector(float x, float y, float z) : x(x), y(y), z(z) {}
};
/**
* For providing X and Z when you do not need Y
* Some actors set themselves on the surface automatically
* which means it does not use a Y coordinate
* The train follows a set Y value. The hedgehog's patrolPoint only uses X and Z.
*/
struct FVector2D {
float x, z;
FVector2D& operator=(const FVector2D& other) {
x = other.x;
z = other.z;
return *this;
}
FVector2D() : x(0), z(0) {}
FVector2D(float x, float z) : x(x), z(z) {}
};
// Sets integer X Z coordinates
struct IVector2D {
int32_t X, Z;
IVector2D() : X(0), Z(0) {} // Default constructor
IVector2D(int32_t x, int32_t z) : X(x), Z(z) {} // Constructor to initialize with values
IVector2D& operator=(const IVector2D& other) {
X = other.X;
Z = other.Z;
return *this;
}
};
struct FRotation {
float pitch, yaw, roll;
FRotation& operator=(const FRotation& other) {
pitch = other.pitch;
yaw = other.yaw;
roll = other.roll;
return *this;
}
FRotation() : pitch(0), yaw(0), roll(0) {}
FRotation(float p, float y, float r) : pitch(p), yaw(y), roll(r) {}
};
/**
* For selecting a section of a course path
* Usage: IPathSpan(point1, point2) --> IPathSpan(40, 65)
*/
struct IPathSpan {
int Start, End;
// Default Constructor
IPathSpan() : Start(0), End(0) {}
// Parameterized Constructor
IPathSpan(int InStart, int InEnd)
: Start(InStart), End(InEnd) {}
// Copy Assignment Operator
IPathSpan& operator=(const IPathSpan& Other) {
if (this != &Other) { // Avoid self-assignment
Start = Other.Start;
End = Other.End;
}
return *this;
}
// Equality Operator
bool operator==(const IPathSpan& Other) const {
return Start == Other.Start && End == Other.End;
}
// Inequality Operator
bool operator!=(const IPathSpan& Other) const {
return !(*this == Other);
}
};
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