// // Created by vlad on 10/28/23. // #include #include #include namespace omath { 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 = std::abs(x); y = std::abs(y); z = std::abs(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 std::sqrt(x * x + y * y + z * z); } float Vector3::LengthSqr() const { return (x * x + y * y + z * z); } float Vector3::Length2D() const { return std::sqrt(x * x + y * y); } Vector3 Vector3::operator-() 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::CreateVelocity(const float pitch, const float yaw, const float speed) { return { std::cos(angles::DegreesToRadians(pitch)) * std::cos(angles::DegreesToRadians(yaw)) * speed, std::cos(angles::DegreesToRadians(pitch)) * std::sin(angles::DegreesToRadians(yaw)) * speed, std::sin(angles::DegreesToRadians(pitch)) * speed, }; } 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; return { angles::RadiansToDegrees(std::asin(delta.z / distance)), angles::RadiansToDegrees(std::atan2(delta.y, delta.x)), 0.f }; } Vector3 Vector3::ForwardVector(const float pitch, const float yaw) { const auto cosPitch = std::cos(angles::DegreesToRadians(pitch)); const auto sinPitch = std::sin(angles::DegreesToRadians(pitch)); const auto cosYaw = std::cos(angles::DegreesToRadians(yaw)); const auto sinYaw = std::sin(angles::DegreesToRadians(yaw)); return { cosPitch*cosYaw, cosPitch*sinYaw, sinPitch }; } Vector3 Vector3::RightVector(const float pitch, const float yaw, const float roll) { const auto cosPitch = std::cos(angles::DegreesToRadians(pitch)); const auto sinPitch = std::sin(angles::DegreesToRadians(pitch)); const auto cosYaw = std::cos(angles::DegreesToRadians(yaw)); const auto sinYaw = std::sin(angles::DegreesToRadians(yaw)); const auto cosRoll = std::cos(angles::DegreesToRadians(roll)); const auto sinRoll = std::sin(angles::DegreesToRadians(roll)); return {-sinRoll*sinPitch*cosYaw + -cosRoll*-sinYaw, -sinRoll*sinPitch*sinYaw + -cosRoll*cosYaw, sinRoll*cosPitch}; } Vector3 Vector3::UpVector(float pitch, float yaw, float roll) { return RightVector(pitch, yaw, roll).Cross(ForwardVector(pitch, yaw)); } Vector3 Vector3::Cross(const Vector3 &v) const { return { y * v.z - z * v.y, z * v.x - x * v.z, x * v.y - y * v.x }; } Vector3 Vector3::Normalized() const { const float length = this->Length(); return length != 0 ? *this / length : *this; } }