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257 lines
5.6 KiB
C++
257 lines
5.6 KiB
C++
//
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// Created by vlad on 10/28/23.
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//
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#include <omath/Vector3.h>
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#include <cmath>
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#include <omath/angles.h>
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namespace omath
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{
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Vector3::Vector3(const float x, const float y, const float z) : Vector2(x, y), z(z)
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{
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}
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bool Vector3::operator==(const Vector3 &src) const
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{
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return Vector2::operator==(src) && (src.z == z);
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}
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bool Vector3::operator!=(const Vector3 &src) const
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{
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return !(*this == src);
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}
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Vector3 &Vector3::operator+=(const Vector3 &v)
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{
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Vector2::operator+=(v);
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z += v.z;
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return *this;
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}
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Vector3 &Vector3::operator-=(const Vector3 &v)
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{
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Vector2::operator-=(v);
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z -= v.z;
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return *this;
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}
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Vector3 &Vector3::operator*=(const float fl)
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{
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Vector2::operator*=(fl);
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z *= fl;
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return *this;
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}
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Vector3 &Vector3::operator*=(const Vector3 &v)
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{
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Vector2::operator*=(v);
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z *= v.z;
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return *this;
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}
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Vector3 &Vector3::operator/=(const Vector3 &v)
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{
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Vector2::operator/=(v);
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z /= v.z;
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return *this;
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}
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Vector3 &Vector3::operator+=(const float fl)
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{
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Vector2::operator+=(fl);
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z += fl;
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return *this;
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}
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Vector3 &Vector3::operator/=(const float fl)
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{
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Vector2::operator/=(fl);
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z /= fl;
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return *this;
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}
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Vector3 &Vector3::operator-=(const float fl)
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{
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Vector2::operator-=(fl);
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z -= fl;
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return *this;
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}
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float Vector3::DistTo(const Vector3 &vOther) const
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{
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return (*this - vOther).Length();
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}
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Vector3 &Vector3::Abs()
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{
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Vector2::Abs();
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z = std::abs(z);
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return *this;
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}
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float Vector3::DistToSqr(const Vector3 &vOther) const
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{
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return (*this - vOther).LengthSqr();
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}
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float Vector3::Dot(const Vector3 &vOther) const
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{
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return Vector2::Dot(vOther) + z * vOther.z;
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}
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float Vector3::Length() const
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{
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return std::sqrt(Vector2::LengthSqr() + z * z);
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}
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float Vector3::LengthSqr() const
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{
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return Vector2::LengthSqr() + z * z;
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}
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float Vector3::Length2D() const
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{
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return Vector2::Length();
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}
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Vector3 Vector3::operator-() const
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{
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return {-x, -y, -z};
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}
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Vector3 Vector3::operator+(const Vector3 &v) const
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{
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return {x + v.x, y + v.y, z + v.z};
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}
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Vector3 Vector3::operator-(const Vector3 &v) const
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{
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return {x - v.x, y - v.y, z - v.z};
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}
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Vector3 Vector3::operator*(float fl) const
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{
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return {x * fl, y * fl, z * fl};
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}
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Vector3 Vector3::operator*(const Vector3 &v) const
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{
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return {x * v.x, y * v.y, z * v.z};
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}
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Vector3 Vector3::operator/(const float fl) const
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{
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return {x / fl, y / fl, z / fl};
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}
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Vector3 Vector3::operator/(const Vector3 &v) const
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{
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return {x / v.x, y / v.y, z / v.z};
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}
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Vector3 Vector3::CreateVelocity(const float pitch, const float yaw, const float speed)
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{
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return
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{
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std::cos(angles::DegreesToRadians(pitch)) * std::cos(angles::DegreesToRadians(yaw)) * speed,
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std::cos(angles::DegreesToRadians(pitch)) * std::sin(angles::DegreesToRadians(yaw)) * speed,
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std::sin(angles::DegreesToRadians(pitch)) * speed,
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};
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}
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float Vector3::Sum() const
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{
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return Vector3::Sum2D() + z;
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}
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float Vector3::Sum2D() const
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{
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return Vector2::Sum();
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}
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Vector3 Vector3::ViewAngleTo(const Vector3 &other) const
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{
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const float distance = DistTo(other);
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const auto delta = other - *this;
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return
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{
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angles::RadiansToDegrees(std::asin(delta.z / distance)),
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angles::RadiansToDegrees(std::atan2(delta.y, delta.x)),
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0.f
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};
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}
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Vector3 Vector3::ForwardVector(const float pitch, const float yaw)
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{
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const auto cosPitch = std::cos(angles::DegreesToRadians(pitch));
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const auto sinPitch = std::sin(angles::DegreesToRadians(pitch));
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const auto cosYaw = std::cos(angles::DegreesToRadians(yaw));
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const auto sinYaw = std::sin(angles::DegreesToRadians(yaw));
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return
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{
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cosPitch*cosYaw,
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cosPitch*sinYaw,
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sinPitch
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};
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}
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Vector3 Vector3::RightVector(const float pitch, const float yaw, const float roll)
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{
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const auto cosPitch = std::cos(angles::DegreesToRadians(pitch));
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const auto sinPitch = std::sin(angles::DegreesToRadians(pitch));
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const auto cosYaw = std::cos(angles::DegreesToRadians(yaw));
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const auto sinYaw = std::sin(angles::DegreesToRadians(yaw));
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const auto cosRoll = std::cos(angles::DegreesToRadians(roll));
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const auto sinRoll = std::sin(angles::DegreesToRadians(roll));
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return {-sinRoll*sinPitch*cosYaw + -cosRoll*-sinYaw,
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-sinRoll*sinPitch*sinYaw + -cosRoll*cosYaw,
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sinRoll*cosPitch};
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}
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Vector3 Vector3::UpVector(float pitch, float yaw, float roll)
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{
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return RightVector(pitch, yaw, roll).Cross(ForwardVector(pitch, yaw));
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}
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Vector3 Vector3::Cross(const Vector3 &v) const
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{
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return
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{
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y * v.z - z * v.y,
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z * v.x - x * v.z,
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x * v.y - y * v.x
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};
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}
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Vector3 Vector3::Normalized() const
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{
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const float length = this->Length();
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return length != 0 ? *this / length : *this;
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}
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std::tuple<float, float, float> Vector3::AsTuple() const
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{
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return std::make_tuple(x, y, z);
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}
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} |