// This Source Code Form is subject to the terms of the Mozilla Public
// License, v. 2.0.If a copy of the MPL was not distributed with this
// file, You can obtain one at https ://mozilla.org/MPL/2.0/.
#ifndef VECTOR3_H
#define VECTOR3_H
#include "Vector2.h"
extern "C" {
///
/// 3-dimensional Vector representation
///
/// This is a C-style implementation
/// This uses the right-handed coordinate system.
typedef struct Vec3 {
///
/// The right axis of the vector
///
float x;
///
/// The upward axis of the vector
///
float y;
///
/// The forward axis of the vector
///
float z;
} Vec3;
}
///
/// A 3-dimensional vector
///
/// This uses the right-handed coordinate system.
struct Vector3 : Vec3 {
public:
///
/// Create a new 3-dimensinal zero vector
///
Vector3();
///
/// Create a new 3-dimensional vector
///
/// x axis value
/// y axis value
/// z axis value
Vector3(float x, float y, float z);
///
/// Create a vector from C-style Vec3
///
/// The C-style Vec
Vector3(Vec3 v);
~Vector3();
///
/// A vector with zero for all axis
///
const static Vector3 zero;
///
/// A vector with one for all axis
///
const static Vector3 one;
///
/// A vector with values (1, 0, 0)
///
const static Vector3 right;
///
/// A vector3 with values (-1, 0, 0)
///
const static Vector3 left;
///
/// A vector with values (0, 1, 0)
///
const static Vector3 up;
///
/// A vector with values (0, -1, 0)
///
const static Vector3 down;
///
/// A vector with values (0, 0, 1)
///
const static Vector3 forward;
///
/// A vector with values (0, 0, -1)
///
const static Vector3 back;
///
/// The length of a vector
///
/// The vector for which you need the length
/// The length of the given vector
static float Magnitude(const Vector3 &vector);
///
/// The length of this vector
///
/// The length of this vector
float magnitude() const;
///
/// The squared length of a vector
///
/// The vector for which you need the squared
/// length The squatred length The squared length
/// is computationally simpler than the real length. Think of Pythagoras A^2 +
/// B^2 = C^2. This leaves out the calculation of the squared root of C.
static float SqrMagnitude(const Vector3 &vector);
///
/// The squared length of this vector
///
/// The squared length
/// The squared length is computationally simpler than the real length.
/// Think of Pythagoras A^2 + B^2 = C^2.
/// This leaves out the calculation of the squared root of C.
float sqrMagnitude() const;
///
/// Connvert a vector to a length of 1
///
/// The vector to convert
/// The vector with length 1
static Vector3 Normalize(Vector3 vector);
///
/// Convert the vector to a length of a
///
/// The vector with length 1
Vector3 normalized() const;
///
/// Negate the vector
///
/// The negated vector
/// This will result in a vector pointing in the opposite direction
Vector3 operator-();
///
/// Subtract a vector from this vector
///
/// The vector to subtract from this vector
/// The result of the subtraction
Vector3 operator-(const Vector3 &vector) const;
///
/// Add another vector to this vector
///
/// The vector to add
/// The result of adding the vector
Vector3 operator+(const Vector3 &vector2) const;
///
/// Scale a vector using another vector
///
/// The vector to scale
/// A vector with scaling factors
/// The scaled vector
/// Each component of the vector v1 will be multiplied with the
/// component from the scaling vector v2.
static Vector3 Scale(const Vector3 &vector1, const Vector3 &vector2);
///
/// Scale a vector uniformly up
///
/// The scaling factor
/// The scaled vector
/// Each component of the vector will be multipled with the same factor.
Vector3 operator*(float factor) const;
///
/// Scale a vector uniformy down
///
/// The scaling factor
/// The scaled vector
/// Each componet of the vector will be divided by the same factor.
Vector3 operator/(const float &factor);
///
/// The dot product of two vectors
///
/// The first vector
/// The second vector
/// The dot product of the two vectors
static float Dot(const Vector3 &vector1, const Vector3 &vector2);
///
/// Check is this vector is equal to the given vector
///
/// The vector to check against
/// True if it is identical to the given vector
/// Note this uses float comparison to check equality which
/// may have strange effects. Equality on float should be avoided.
bool operator==(const Vector3 &vector);
///
/// The distance between two vectors
///
/// The first vector
/// The second vectors
/// The distance between the two vectors
static float Distance(const Vector3 &vector1, const Vector3 &vector2);
///
/// The cross product of two vectors
///
/// The first vector
/// The second vector
/// The cross product of the two vectors
static Vector3 Cross(const Vector3 &vector1, const Vector3 &vector2);
///
/// Project a vector on another vector
///
/// The vector to project
/// The normal vector to project on
/// The projected vector
static Vector3 Project(Vector3 vector, Vector3 onNormal);
///
/// Projects a vector onto a plane defined by a normal orthogonal to the
/// plane.
///
/// The vector to project
/// The normal of the plane to project on
///
static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal);
///
/// Projects a vector onto the horizontal plane.
///
/// The vector to project
/// A 2D carthesian vector with the coordinates in the horizontal
/// plane.
static Vector2 ProjectHorizontalPlane(Vector3 vector);
///
/// Calculate the angle between two vectors
///
/// The first vector
/// The second vector
///
/// This reterns an unsigned angle which is the shortest distance
/// between the two vectors. Use Vector3::SignedAngle if a
/// signed angle is needed.
static float Angle(Vector3 vector1, Vector3 vector2);
///
/// Calculate the angle between two vectors rotation around an axis.
///
/// The starting vector
/// The ending vector
/// The axis to rotate around
/// The signed angle
static float SignedAngle(Vector3 from, Vector3 to, Vector3 axis);
///
/// Lerp between two vectors
///
/// The from vector
/// The to vector
/// The interpolation distance (0..1)
/// The lerped vector
/// The factor f is unclamped. Value 0 matches the *from* vector, Value 1
/// matches the *to* vector Value -1 is *from* vector minus the difference
/// between *from* and *to* etc.
static Vector3 Lerp(Vector3 from, Vector3 to, float f);
};
#endif