// // Created by vlad on 10/28/23. // #define _USE_MATH_DEFINES #include #include #include namespace uml { bool Vector3::operator==(const Vector3 &src) const { return (src.x == x) and (src.y == y) and (src.z == z); } bool Vector3::operator!=(const Vector3 &src) const { return (src.x != x) or (src.y != y) or (src.z != z); } Vector3 &Vector3::operator+=(const Vector3 &v) { x += v.x; y += v.y; z += v.z; return *this; } Vector3 &Vector3::operator-=(const Vector3 &v) { x -= v.x; y -= v.y; z -= v.z; return *this; } Vector3 &Vector3::operator*=(const float fl) { x *= fl; y *= fl; z *= fl; return *this; } Vector3 &Vector3::operator*=(const Vector3 &v) { x *= v.x; y *= v.y; z *= v.z; return *this; } Vector3 &Vector3::operator/=(const Vector3 &v) { x /= v.x; y /= v.y; z /= v.z; return *this; } Vector3 &Vector3::operator+=(const float fl) { x += fl; y += fl; z += fl; return *this; } Vector3 &Vector3::operator/=(const float fl) { x /= fl; y /= fl; z /= fl; return *this; } Vector3 &Vector3::operator-=(const float fl) { x -= fl; y -= fl; z -= fl; return *this; } float Vector3::DistTo(const Vector3 &vOther) const { Vector3 delta; delta.x = x - vOther.x; delta.y = y - vOther.y; delta.z = z - vOther.z; return delta.Length(); } Vector3 &Vector3::Abs() { x = fabsf(x); y = fabsf(y); z = fabsf(z); return *this; } float Vector3::DistToSqr(const Vector3 &vOther) const { Vector3 delta; delta.x = x - vOther.x; delta.y = y - vOther.y; delta.z = z - vOther.z; return delta.LengthSqr(); } float Vector3::Dot(const Vector3 &vOther) const { return (x * vOther.x + y * vOther.y + z * vOther.z); } float Vector3::Length() const { return sqrt(x * x + y * y + z * z); } float Vector3::LengthSqr(void) const { return (x * x + y * y + z * z); } float Vector3::Length2D() const { return sqrt(x * x + y * y); } Vector3 Vector3::operator-(void) const { return {-x, -y, -z}; } Vector3 Vector3::operator+(const Vector3 &v) const { return {x + v.x, y + v.y, z + v.z}; } Vector3 Vector3::operator-(const Vector3 &v) const { return {x - v.x, y - v.y, z - v.z}; } Vector3 Vector3::operator*(float fl) const { return {x * fl, y * fl, z * fl}; } Vector3 Vector3::operator*(const Vector3 &v) const { return {x * v.x, y * v.y, z * v.z}; } Vector3 Vector3::operator/(const float fl) const { return {x / fl, y / fl, z / fl}; } Vector3 Vector3::operator/(const Vector3 &v) const { return {x / v.x, y / v.y, z / v.z}; } Vector3 Vector3::Transform(const Vector3 &angles, const float length) const { Vector3 transformed; transformed.x += cosf(angles.y * static_cast(M_PI / 180.f)) * length; transformed.y += sinf(angles.y * static_cast(M_PI / 180.f)) * length; transformed.z += tanf(angles.x * static_cast(M_PI / 180.f)) * length; return transformed; } float Vector3::Sum() const { return x + y + z; } float Vector3::Sum2D() const { return x + y; } Vector3 Vector3::ViewAngleTo(const Vector3 &other) const { const float distance = DistTo(other); const auto delta = other - *this; // Make x negative since -89 is top and 89 is bottom return { -angles::RadToDeg(asinf(delta.z / distance)), angles::RadToDeg(atan2f(delta.y, delta.x)), 0.f }; } }