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j3ml-fork/include/J3ML/LinearAlgebra/Vector3.h
2024-01-15 16:09:44 -05:00

163 lines
5.5 KiB
C++

#pragma once
#include <J3ML/LinearAlgebra/Vector3.h>
#include <cstddef>
#include <cstdlib>
#include <J3ML/LinearAlgebra/Angle2D.h>
namespace LinearAlgebra {
// A 3D (x, y, z) ordered pair.
class Vector3 {
public:
// Default Constructor - Initializes to zero
Vector3();
// Constructs a new Vector3 with the value (X, Y, Z)
Vector3(float X, float Y, float Z);
Vector3(const Vector3& rhs); // Copy Constructor
Vector3(Vector3&&) = default; // Move Constructor
Vector3& operator=(const Vector3& rhs);
static const Vector3 Zero;
static const Vector3 Up;
static const Vector3 Down;
static const Vector3 Left;
static const Vector3 Right;
static const Vector3 Forward;
static const Vector3 Backward;
static const Vector3 NaN;
static void Orthonormalize(Vector3& a, Vector3& b)
{
a = a.Normalize();
b = b - b.ProjectToNorm(a);
b = b.Normalize();
}
//Returns the DirectionVector for a given angle.
static Vector3 Direction(const Vector3 &rhs) ;
static void Orthonormalize(Vector3& a, Vector3& b, Vector3& c)
{
a = a.Normalize();
b = b - b.ProjectToNorm(a);
b = b.Normalize();
c = c - c.ProjectToNorm(a);
c = c - c.ProjectToNorm(b);
c = c.Normalize();
}
bool AreOrthonormal(const Vector3& a, const Vector3& b, float epsilon)
{
}
Vector3 ProjectToNorm(const Vector3& direction)
{
return direction * this->Dot(direction);
}
float GetX() const;
float GetY() const;
float GetZ() const;
void SetX(float newX);
void SetY(float newY);
void SetZ(float newZ);
bool IsWithinMarginOfError(const Vector3& rhs, float margin=0.001f) const;
bool IsNormalized(float epsilonSq = 1e-5f) const;
bool IsZero(float epsilonSq = 1e-6f) const;
bool IsPerpendicular(const Vector3& other, float epsilonSq=1e-5f) const;
float operator[](std::size_t index) const;
bool operator == (const Vector3& rhs) const;
bool operator != (const Vector3& rhs) const;
Vector3 Min(const Vector3& min) const;
static Vector3 Min(const Vector3& lhs, const Vector3& rhs);
Vector3 Max(const Vector3& max) const;
static Vector3 Max(const Vector3& lhs, const Vector3& rhs);
Vector3 Clamp(const Vector3& min, const Vector3& max) const;
static Vector3 Clamp(const Vector3& min, const Vector3& input, const Vector3& max);
// Returns the magnitude between the two vectors.
float Distance(const Vector3& to) const;
static float Distance(const Vector3& from, const Vector3& to);
float Length() const;
static float Length(const Vector3& of);
float LengthSquared() const;
static float LengthSquared(const Vector3& of);
// Returns the length of the vector, which is sqrt(x^2 + y^2 + z^2)
float Magnitude() const;
static float Magnitude(const Vector3& of);
// Returns a float value equal to the magnitudes of the two vectors multiplied together and then multiplied by the cosine of the angle between them.
// For normalized vectors, dot returns 1 if they point in exactly the same direction,
// -1 if they point in completely opposite directions, and 0 if the vectors are perpendicular.
float Dot(const Vector3& rhs) const;
static float Dot(const Vector3& lhs, const Vector3& rhs);
// Projects one vector onto another and returns the result. (IDK)
Vector3 Project(const Vector3& rhs) const;
static Vector3 Project(const Vector3& lhs, const Vector3& rhs);
// The cross product of two vectors results in a third vector which is perpendicular to the two input vectors.
// The result's magnitude is equal to the magnitudes of the two inputs multiplied together and then multiplied by the sine of the angle between the inputs.
Vector3 Cross(const Vector3& rhs) const;
static Vector3 Cross(const Vector3& lhs, const Vector3& rhs);
// Returns a copy of this vector, resized to have a magnitude of 1, while preserving "direction"
Vector3 Normalize() const;
static Vector3 Normalize(const Vector3& targ);
// Linearly interpolates between two points.
// Interpolates between the points and b by the interpolant t.
// The parameter is (TODO: SHOULD BE!) clamped to the range[0, 1].
// This is most commonly used to find a point some fraction of the wy along a line between two endpoints (eg. to move an object gradually between those points).
Vector3 Lerp(const Vector3& goal, float alpha) const;
static Vector3 Lerp(const Vector3& lhs, const Vector3& rhs, float alpha);
Angle2D AngleBetween(const Vector3& rhs) const;
static Angle2D AngleBetween(const Vector3& lhs, const Vector3& rhs);
// Adds two vectors
Vector3 operator+(const Vector3& rhs) const;
Vector3 Add(const Vector3& rhs) const;
static Vector3 Add(const Vector3& lhs, const Vector3& rhs);
// Subtracts two vectors
Vector3 operator-(const Vector3& rhs) const;
Vector3 Sub(const Vector3& rhs) const;
static Vector3 Sub(const Vector3& lhs, const Vector3& rhs);
// Multiplies this vector by a scalar value
Vector3 operator*(float rhs) const;
Vector3 Mul(float scalar) const;
static Vector3 Mul(const Vector3& lhs, float rhs);
// Divides this vector by a scalar
Vector3 operator/(float rhs) const;
Vector3 Div(float scalar) const;
static Vector3 Div(const Vector3& lhs, float rhs);
// Unary + operator
Vector3 operator+() const; // TODO: Implement
// Unary - operator (Negation)
Vector3 operator-() const;
public:
float x = 0;
float y = 0;
float z = 0;
};
}