133 lines
4.8 KiB
C++
133 lines
4.8 KiB
C++
#pragma once
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#include <J3ML/LinearAlgebra/Vector3.h>
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#include <cstddef>
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#include <cstdlib>
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namespace LinearAlgebra {
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// A 3D (x, y, z) ordered pair.
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class Vector3 {
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public:
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// Default Constructor - Initializes to zero
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Vector3();
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// Constructs a new Vector3 with the value (X, Y, Z)
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Vector3(float X, float Y, float Z);
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Vector3(const Vector3& rhs); // Copy Constructor
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Vector3(Vector3&&) = default; // Move Constructor
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Vector3& operator=(const Vector3& rhs);
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static const Vector3 Zero;
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static const Vector3 Up;
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static const Vector3 Down;
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static const Vector3 Left;
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static const Vector3 Right;
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static const Vector3 Forward;
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static const Vector3 Backward;
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static const Vector3 NaN;
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float GetX() const;
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float GetY() const;
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float GetZ() const;
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void SetX(float newX);
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void SetY(float newY);
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void SetZ(float newZ);
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bool IsWithinMarginOfError(const Vector3& rhs, float margin=0.001f) const;
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bool IsNormalized(float epsilonSq = 1e-5f) const;
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bool IsZero(float epsilonSq = 1e-6f) const;
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bool IsPerpendicular(const Vector3& other, float epsilonSq=1e-5f) const;
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float operator[](std::size_t index) const;
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bool operator == (const Vector3& rhs) const;
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bool operator != (const Vector3& rhs) const;
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Vector3 Min(const Vector3& min) const;
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static Vector3 Min(const Vector3& lhs, const Vector3& rhs);
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Vector3 Max(const Vector3& max) const;
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static Vector3 Max(const Vector3& lhs, const Vector3& rhs);
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Vector3 Clamp(const Vector3& min, const Vector3& max) const;
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static Vector3 Clamp(const Vector3& min, const Vector3& input, const Vector3& max);
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// Returns the magnitude between the two vectors.
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float Distance(const Vector3& to) const;
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static float Distance(const Vector3& from, const Vector3& to);
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float Length() const;
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static float Length(const Vector3& of);
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float LengthSquared() const;
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static float LengthSquared(const Vector3& of);
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// Returns the length of the vector, which is sqrt(x^2 + y^2 + z^2)
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float Magnitude() const;
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static float Magnitude(const Vector3& of);
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// 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.
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// For normalized vectors, dot returns 1 if they point in exactly the same direction,
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// -1 if they point in completely opposite directions, and 0 if the vectors are perpendicular.
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float Dot(const Vector3& rhs) const;
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static float Dot(const Vector3& lhs, const Vector3& rhs);
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// Projects one vector onto another and returns the result. (IDK)
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Vector3 Project(const Vector3& rhs) const;
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static Vector3 Project(const Vector3& lhs, const Vector3& rhs);
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// The cross product of two vectors results in a third vector which is perpendicular to the two input vectors.
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// 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.
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Vector3 Cross(const Vector3& rhs) const;
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static Vector3 Cross(const Vector3& lhs, const Vector3& rhs);
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// Returns a copy of this vector, resized to have a magnitude of 1, while preserving "direction"
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Vector3 Normalize() const;
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static Vector3 Normalize(const Vector3& targ);
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// Linearly interpolates between two points.
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// Interpolates between the points and b by the interpolant t.
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// The parameter is (TODO: SHOULD BE!) clamped to the range[0, 1].
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// 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).
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Vector3 Lerp(const Vector3& goal, float alpha) const;
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static Vector3 Lerp(const Vector3& lhs, const Vector3& rhs, float alpha);
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float AngleBetween(const Vector3& rhs) const; // TODO: 3D Angle representation?
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static float AngleBetween(const Vector3& lhs, const Vector3& rhs); // TODO: 3D Angle representation?
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// Adds two vectors
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Vector3 operator+(const Vector3& rhs) const;
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Vector3 Add(const Vector3& rhs) const;
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static Vector3 Add(const Vector3& lhs, const Vector3& rhs);
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// Subtracts two vectors
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Vector3 operator-(const Vector3& rhs) const;
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Vector3 Sub(const Vector3& rhs) const;
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static Vector3 Sub(const Vector3& lhs, const Vector3& rhs);
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// Multiplies this vector by a scalar value
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Vector3 operator*(float rhs) const;
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Vector3 Mul(float scalar) const;
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static Vector3 Mul(const Vector3& lhs, float rhs);
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// Divides this vector by a scalar
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Vector3 operator/(float rhs) const;
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Vector3 Div(float scalar) const;
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static Vector3 Div(const Vector3& lhs, float rhs);
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// Unary + operator
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Vector3 operator+() const; // TODO: Implement
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// Unary - operator (Negation)
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Vector3 operator-() const;
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public:
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float x = 0;
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float y = 0;
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float z = 0;
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};
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} |