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