mirror of
https://github.com/Relintai/rcpp_framework.git
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191 lines
2.9 KiB
C++
Executable File
191 lines
2.9 KiB
C++
Executable File
#include "vector3.h"
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#include <cmath>
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#define EPSILON 0.00001
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Vector3 Vector3::abs() const {
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Vector3 b;
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b.x = x >= 0 ? x : -x;
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b.y = y >= 0 ? y : -y;
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b.z = z >= 0 ? z : -z;
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return b;
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}
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float Vector3::angle_to(const Vector3 &b) const {
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return atan2(cross(b).length(), dot(b));
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}
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Vector3 Vector3::cross(const Vector3 &b) const {
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Vector3 v;
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v.x = (y * b.z) - (z * b.y);
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v.y = (z * b.x) - (x * b.z);
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v.z = (x * b.y) - (y * b.x);
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return v;
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}
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Vector3 Vector3::clamped(float len) const {
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return normalized() * len;
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}
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Vector3 Vector3::direction_to(const Vector3 &b) const {
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return (b - *this).normalized();
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}
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float Vector3::distance_to_squared(const Vector3 &b) const {
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return (b - *this).length_squared();
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}
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float Vector3::distance_to(const Vector3 &b) const {
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return (b - *this).length();
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}
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float Vector3::dot(const Vector3 &b) const {
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return x * b.x + y * b.y + z * b.z;
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}
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bool Vector3::is_equal_approx(const Vector3 &b) const {
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if (x + EPSILON < b.x && x - EPSILON > b.x && y + EPSILON < b.y && y - EPSILON > b.y &&
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z + EPSILON < b.z && z - EPSILON > b.z) {
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return true;
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}
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return false;
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}
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float Vector3::length() const {
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return sqrt(x * x + y * y + z * z);
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}
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float Vector3::length_squared() const {
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return x * x + y * y + z * z;
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}
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Vector3 Vector3::lerp(const Vector3 &b, const float t) const {
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Vector3 v;
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v.x = x + (t * (b.x - x));
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v.y = y + (t * (b.y - y));
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v.z = z + (t * (b.z - z));
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return v;
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}
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Vector3 Vector3::normalized() const {
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Vector3 v;
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float l = length_squared();
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if (l != 0) {
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l = sqrt(l);
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v.x = x / l;
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v.y = y / l;
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v.z = z / l;
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}
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return v;
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}
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void Vector3::normalize() {
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float l = length_squared();
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if (l != 0) {
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l = sqrt(l);
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x = x / l;
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y = y / l;
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z = z / l;
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}
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}
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void Vector3::add(const Vector3 &b) {
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x += b.x;
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y += b.y;
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z += b.z;
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}
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void Vector3::sub(const Vector3 &b) {
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x -= b.x;
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y -= b.y;
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z -= b.z;
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}
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Vector3::Vector3() {
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x = 0;
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y = 0;
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z = 0;
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}
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Vector3::Vector3(const Vector3 &b) {
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x = b.x;
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y = b.y;
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z = b.z;
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}
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Vector3::Vector3(const float p_x, const float p_y, const float p_z) {
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x = p_x;
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y = p_y;
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z = p_z;
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}
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Vector3 &Vector3::operator+=(const Vector3 &b) {
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x += b.x;
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y += b.y;
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z += b.z;
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return *this;
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}
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Vector3 &Vector3::operator-=(const Vector3 &b) {
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x -= b.x;
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y -= b.y;
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z -= b.z;
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return *this;
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}
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Vector3 &Vector3::operator*=(const float b) {
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x *= b;
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y *= b;
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z *= b;
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return *this;
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}
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Vector3 operator*(Vector3 lhs, const float rhs) {
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lhs.x *= rhs;
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lhs.y *= rhs;
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lhs.z *= rhs;
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return lhs;
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}
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Vector3 operator+(Vector3 lhs, const Vector3 &rhs) {
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lhs.x += rhs.x;
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lhs.y += rhs.y;
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lhs.z += rhs.z;
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return lhs;
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}
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Vector3 operator-(Vector3 lhs, const Vector3 &rhs) {
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lhs.x -= rhs.x;
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lhs.y -= rhs.y;
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lhs.z -= rhs.z;
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return lhs;
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}
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bool operator==(const Vector3 &a, const Vector3 &b) {
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return a.is_equal_approx(b);
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}
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bool operator!=(const Vector3 &a, const Vector3 &b) {
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return !(a == b);
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}
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