// // Created by vlad on 10/28/23. // #include #include #include namespace omath { float Vector3::DistTo(const Vector3 &vOther) const { return (*this - vOther).Length(); } float Vector3::Length() const { return std::sqrt(Vector2::LengthSqr() + z * z); } float Vector3::Length2D() const { return Vector2::Length(); } 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::Normalized() const { const float length = this->Length(); return length != 0 ? *this / length : *this; } }