mirror of
https://github.com/Relintai/rcpp_framework.git
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256 lines
4.3 KiB
C++
Executable File
256 lines
4.3 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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void Vector3::zero() {
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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::inverse() const {
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return Vector3(1.0 / x, 1.0 / y, 1.0 / 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) const {
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return Vector3(x + b.x, y + b.y, z + b.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) const {
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return Vector3(x - b.x, y - b.y, z - b.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) const {
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return Vector3(x * b.x, y * b.y, z * b.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) const {
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return Vector3(x / b.x, y / b.y, z / b.z);
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}
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Vector3 &Vector3::operator+=(float scalar) {
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x += scalar;
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y += scalar;
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z += scalar;
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return *this;
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}
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Vector3 Vector3::operator+(float scalar) const {
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return Vector3(x + scalar, y + scalar, z + scalar);
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}
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Vector3 &Vector3::operator-=(float scalar) {
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x += scalar;
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y += scalar;
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z += scalar;
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return *this;
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}
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Vector3 Vector3::operator-(float scalar) const {
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return Vector3(x - scalar, y - scalar, z - scalar);
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}
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Vector3 &Vector3::operator*=(float scalar) {
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x *= scalar;
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y *= scalar;
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z *= scalar;
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return *this;
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}
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Vector3 Vector3::operator*(float scalar) const {
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return Vector3(x * scalar, y * scalar, z * scalar);
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}
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Vector3 &Vector3::operator/=(float scalar) {
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x /= scalar;
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y /= scalar;
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z /= scalar;
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return *this;
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}
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Vector3 Vector3::operator/(float scalar) const {
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return Vector3(x / scalar, y / scalar, z / scalar);
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}
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Vector3 Vector3::operator-() const {
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return Vector3(-x, -y, -z);
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}
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bool Vector3::operator==(const Vector3 &b) const {
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return x == b.x && y == y && z == b.z;
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}
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bool Vector3::operator!=(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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const float &Vector3::operator[](int axis) const {
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return coordinates[axis];
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}
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float &Vector3::operator[](int axis) {
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return coordinates[axis];
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}
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Vector3::operator String() const {
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return "[" + String::num(x) + "," + String::num(y) + "," + String::num(z) + "]";
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}
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