#include "pch.h" #include #include "Vector3.h" #include "Quaternion.h" const float Deg2Rad = 0.0174532924F; const float Rad2Deg = 57.29578F; const float epsilon = 1E-05f; Vector3::Vector3() { x = 0; y = 0; z = 0; } Vector3::Vector3(float _x, float _y, float _z) { x = _x; y = _y; z = _z; } Vector3::Vector3(Vec3 v) { x = v.x; y = v.y; z = v.z; } Vector3::~Vector3() { } const Vector3 Vector3::zero = Vector3(0, 0, 0); const Vector3 Vector3::right = Vector3(1, 0, 0); const Vector3 Vector3::left = Vector3(-1, 0, 0); const Vector3 Vector3::up = Vector3(0, 1, 0); const Vector3 Vector3::down = Vector3(0, -1, 0); const Vector3 Vector3::forward = Vector3(0, 0, 1); const Vector3 Vector3::back = Vector3(0, 0, -1); float Vector3::Magnitude(const Vector3& a) { return sqrtf(a.x * a.x + a.y * a.y + a.z * a.z); } float Vector3::magnitude() const { return (float)sqrtf(x * x + y * y + z * z); } float Vector3::SqrMagnitude(const Vector3& a) { return a.x * a.x + a.y * a.y + a.z * a.z; } float Vector3::sqrMagnitude() const { return(x * x + y * y + z * z); } Vector3 Vector3::Normalize(Vector3 v) { float num = Vector3::Magnitude(v); Vector3 result = Vector3::zero; if (num > epsilon) { result = v / num; } return result; } Vector3 Vector3::normalized() const { float num = this->magnitude(); Vector3 result = Vector3::zero; if (num > epsilon) { result = ((Vector3)*this) / num; } return result; } Vector3 Vector3::operator -(const Vector3& v2) const { return Vector3(this->x - v2.x, this->y - v2.y, this->z - v2.z); } Vector3 Vector3::operator -() { return Vector3(-this->x, -this->y, -this->z); } Vector3 Vector3::operator +(const Vector3& v2) const { return Vector3(this->x + v2.x, this->y + v2.y, this->z + v2.z); } Vector3 Vector3::Scale(const Vector3& p1, const Vector3& p2) { return Vector3(p1.x * p2.x, p1.y * p2.y, p1.z * p2.z); } Vector3 Vector3::operator *(float f) const { return Vector3(this->x * f, this->y * f, this->z * f); } Vector3 operator *(const Quaternion& o, const Vector3& p) { float num = o.x * 2; float num2 = o.y * 2; float num3 = o.z * 2; float num4 = o.x * num; float num5 = o.y * num2; float num6 = o.z * num3; float num7 = o.x * num2; float num8 = o.x * num3; float num9 = o.y * num3; float num10 = o.w * num; float num11 = o.w * num2; float num12 = o.w * num3; Vector3 result = Vector3::zero; result.x = (1 - (num5 + num6)) * p.x + (num7 - num12) * p.y + (num8 + num11) * p.z; result.y = (num7 + num12) * p.x + (1 - (num4 + num6)) * p.y + (num9 - num10) * p.z; result.z = (num8 - num11) * p.x + (num9 + num10) * p.y + (1 - (num4 + num5)) * p.z; return result; } Vector3 Vector3::operator/(const float& d) { return Vector3(this->x / d, this->y / d, this->z / d); } float Vector3::Dot(const Vector3& v1, const Vector3& v2) { return v1.x * v2.x + v1.y * v2.y + v1.z * v2.z; } bool Vector3::operator==(const Vector3& v) { return (this->x == v.x && this->y == v.y && this->z == v.z); } float Vector3::Distance(const Vector3& p1, const Vector3& p2) { return Magnitude(p1 - p2); } Vector3 Vector3::Cross(const Vector3& v1, const Vector3& v2) { return Vector3(v1.y * v2.z - v1.z * v2.y, v1.z * v2.x - v1.x * v2.z, v1.x * v2.y - v1.y * v2.x); } // Projects a vector onto another vector. Vector3 Vector3::Project(Vector3 vector, Vector3 onNormal) { float sqrMagnitude = Dot(onNormal, onNormal); if (sqrMagnitude < epsilon) return Vector3::zero; else { float dot = Dot(vector, onNormal); Vector3 r = onNormal * dot / sqrMagnitude; return r; } } // Projects a vector onto a plane defined by a normal orthogonal to the plane. Vector3 Vector3::ProjectOnPlane(Vector3 vector, Vector3 planeNormal) { Vector3 r = vector - Project(vector, planeNormal); return r; } float clamp(float x, float lower, float upper) { float lowerClamp = fmaxf(x, lower); float upperClamp = fminf(upper, lowerClamp); return upperClamp; } // This function is buggy (0-1-0, 0-1-0) gives 180 degrees in return!!! float Vector3::Angle(Vector3 from, Vector3 to) { float denominator = sqrtf(from.sqrMagnitude() * to.sqrMagnitude()); if (denominator < epsilon) return 0; float dot = Vector3::Dot(from, to); float fraction = dot / denominator; float cdot = clamp(fraction, -1.0, 1.0); float r = ((float)acos(cdot))* Rad2Deg; return r; } float Vector3::SignedAngle(Vector3 from, Vector3 to, Vector3 axis) { // angle in [0,180] float angle = Vector3::Angle(from, to); float cross_x = from.y * to.z - from.z * to.y; float cross_y = from.z * to.x - from.x * to.z; float cross_z = from.x * to.y - from.y * to.x; float b = axis.x * cross_x + axis.y * cross_y + axis.z * cross_z; float signd = b < 0 ? -1.0F : (b > 0 ? 1.0F : 0.0F); // angle in [-179,180] float signed_angle = angle * signd; return signed_angle; } void CopyVec3(const Vec3& v1, Vec3& v2) { v2.x = v1.x; v2.y = v1.y; v2.z = v1.z; } void Vec3_Constructor(Vec3* v, float _x, float _y, float _z) { v->x = _x; v->y = _y; v->z = _z; }