RoboidControl-cpp/Vector3.h
2024-01-03 11:49:50 +01:00

263 lines
8.7 KiB
C++

// 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" {
/// <summary>
/// 3-dimensional Vector representation
/// </summary>
/// This is a C-style implementation
/// This uses the right-handed coordinate system.
typedef struct Vec3 {
/// <summary>
/// The right axis of the vector
/// </summary>
float x;
/// <summary>
/// The upward axis of the vector
/// </summary>
float y;
/// <summary>
/// The forward axis of the vector
/// </summary>
float z;
} Vec3;
}
/// <summary>
/// A 3-dimensional vector
/// </summary>
/// This uses the right-handed coordinate system.
struct Vector3 : Vec3 {
public:
/// <summary>
/// Create a new 3-dimensinal zero vector
/// </summary>
Vector3();
/// <summary>
/// Create a new 3-dimensional vector
/// </summary>
/// <param name="x">x axis value</param>
/// <param name="y">y axis value</param>
/// <param name="z">z axis value</param>
Vector3(float x, float y, float z);
/// <summary>
/// Create a vector from C-style Vec3
/// </summary>
/// <param name="v">The C-style Vec</param>
Vector3(Vec3 v);
~Vector3();
/// <summary>
/// A vector with zero for all axis
/// </summary>
const static Vector3 zero;
/// <summary>
/// A vector with one for all axis
/// </summary>
const static Vector3 one;
/// <summary>
/// A vector with values (1, 0, 0)
/// </summary>
const static Vector3 right;
/// <summary>
/// A vector3 with values (-1, 0, 0)
/// </summary>
const static Vector3 left;
/// <summary>
/// A vector with values (0, 1, 0)
/// </summary>
const static Vector3 up;
/// <summary>
/// A vector with values (0, -1, 0)
/// </summary>
const static Vector3 down;
/// <summary>
/// A vector with values (0, 0, 1)
/// </summary>
const static Vector3 forward;
/// <summary>
/// A vector with values (0, 0, -1)
/// </summary>
const static Vector3 back;
/// <summary>
/// The length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the length</param>
/// <returns>The length of the given vector</returns>
static float Magnitude(const Vector3 &vector);
/// <summary>
/// The length of this vector
/// </summary>
/// <returns>The length of this vector</returns>
float magnitude() const;
/// <summary>
/// The squared length of a vector
/// </summary>
/// <param name="vector">The vector for which you need the squared
/// length</param> <returns>The squatred length</returns> 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);
/// <summary>
/// The squared length of this vector
/// </summary>
/// <returns>The squared length</returns>
/// 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;
/// <summary>
/// Connvert a vector to a length of 1
/// </summary>
/// <param name="vector">The vector to convert</param>
/// <returns>The vector with length 1</returns>
static Vector3 Normalize(Vector3 vector);
/// <summary>
/// Convert the vector to a length of a
/// </summary>
/// <returns>The vector with length 1</returns>
Vector3 normalized() const;
/// <summary>
/// Negate the vector
/// </summary>
/// <returns>The negated vector</returns>
/// This will result in a vector pointing in the opposite direction
Vector3 operator-();
/// <summary>
/// Subtract a vector from this vector
/// </summary>
/// <param name="vector">The vector to subtract from this vector</param>
/// <returns>The result of the subtraction</returns>
Vector3 operator-(const Vector3 &vector) const;
/// <summary>
/// Add another vector to this vector
/// </summary>
/// <param name="vector2">The vector to add</param>
/// <returns>The result of adding the vector</returns>
Vector3 operator+(const Vector3 &vector2) const;
/// <summary>
/// Scale a vector using another vector
/// </summary>
/// <param name="vector1">The vector to scale</param>
/// <param name="vector2">A vector with scaling factors</param>
/// <returns>The scaled vector</returns>
/// 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);
/// <summary>
/// Scale a vector uniformly up
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each component of the vector will be multipled with the same factor.
Vector3 operator*(float factor) const;
/// <summary>
/// Scale a vector uniformy down
/// </summary>
/// <param name="factor">The scaling factor</param>
/// <returns>The scaled vector</returns>
/// Each componet of the vector will be divided by the same factor.
Vector3 operator/(const float &factor);
/// <summary>
/// The dot product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The dot product of the two vectors</returns>
static float Dot(const Vector3 &vector1, const Vector3 &vector2);
/// <summary>
/// Check is this vector is equal to the given vector
/// </summary>
/// <param name="vector">The vector to check against</param>
/// <returns>True if it is identical to the given vector</returns>
/// Note this uses float comparison to check equality which
/// may have strange effects. Equality on float should be avoided.
bool operator==(const Vector3 &vector);
/// <summary>
/// The distance between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vectors</param>
/// <returns>The distance between the two vectors</returns>
static float Distance(const Vector3 &vector1, const Vector3 &vector2);
/// <summary>
/// The cross product of two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns>The cross product of the two vectors</returns>
static Vector3 Cross(const Vector3 &vector1, const Vector3 &vector2);
/// <summary>
/// Project a vector on another vector
/// </summary>
/// <param name="vector">The vector to project</param>
/// <param name="onNormal">The normal vector to project on</param>
/// <returns>The projected vector</returns>
static Vector3 Project(Vector3 vector, Vector3 onNormal);
/// <summary>
/// Projects a vector onto a plane defined by a normal orthogonal to the
/// plane.
/// </summary>
/// <param name="vector">The vector to project</param>
/// <param name="planeNormal">The normal of the plane to project on</param>
/// <returns></returns>
static Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal);
/// <summary>
/// Projects a vector onto the horizontal plane.
/// </summary>
/// <param name="vector">The vector to project</param>
/// <returns>A 2D carthesian vector with the coordinates in the horizontal
/// plane.</returns>
static Vector2 ProjectHorizontalPlane(Vector3 vector);
/// <summary>
/// Calculate the angle between two vectors
/// </summary>
/// <param name="vector1">The first vector</param>
/// <param name="vector2">The second vector</param>
/// <returns></returns>
/// 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);
/// <summary>
/// Calculate the angle between two vectors rotation around an axis.
/// </summary>
/// <param name="from">The starting vector</param>
/// <param name="to">The ending vector</param>
/// <param name="axis">The axis to rotate around</param>
/// <returns>The signed angle</returns>
static float SignedAngle(Vector3 from, Vector3 to, Vector3 axis);
/// <summary>
/// Lerp between two vectors
/// </summary>
/// <param name="from">The from vector</param>
/// <param name="to">The to vector</param>
/// <param name="f">The interpolation distance (0..1)</param>
/// <returns>The lerped vector</returns>
/// 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