#ifndef __CVECTOR3F_HPP__ #define __CVECTOR3F_HPP__ #include "types.h" #include "Kyoto/Math/CVector2f.hpp" #include "float.h" class CInputStream; class COutputStream; enum EDimX { kDX }; enum EDimY { kDY }; enum EDimZ { kDZ }; class CVector3f { public: explicit CVector3f(f32 x, f32 y, f32 z) : mX(x), mY(y), mZ(z) {} CVector3f(const CVector2f& v, f32 z) : mX(v.GetX()), mY(v.GetY()), mZ(z) {} CVector3f(CInputStream& in); void PutTo(COutputStream& out) const; f32 GetX() const { return mX; } f32 GetY() const { return mY; } f32 GetZ() const { return mZ; } void SetX(f32 x) { mX = x; } void SetY(f32 y) { mY = y; } void SetZ(f32 z) { mZ = z; } // ByElementMultiply__9CVector3fFRC9CVector3fRC9CVector3f // Slerp__9CVector3fFRC9CVector3fRC9CVector3fRC9CRelAngle void Normalize(); f32 Magnitude() const; CVector3f AsNormalized() const; bool CanBeNormalized() const; // GetAngleDiff__9CVector3fFRC9CVector3fRC9CVector3f // IsEqu__9CVector3fCFRC9CVector3ff bool IsEqu(const CVector3f& other, f32 epsilon = FLT_EPSILON) const; // Lerp__9CVector3fFRC9CVector3fRC9CVector3ff // MagSquared__9CVector3fCFv weak static CVector3f Cross(const CVector3f& lhs, const CVector3f& rhs) { const float x = (lhs.GetY() * rhs.GetZ()) - (rhs.GetY() * lhs.GetZ()); const float y = (lhs.GetZ() * rhs.GetX()) - (rhs.GetZ() * lhs.GetX()); const float z = (lhs.GetX() * rhs.GetY()) - (rhs.GetX() * lhs.GetY()); return CVector3f(x, y, z); } f32& operator[](EDimX dim) { return mX; } f32& operator[](EDimY dim) { return mY; } f32& operator[](EDimZ dim) { return mZ; } f32 operator[](EDimX) const { return mX; } f32 operator[](EDimY) const { return mY; } f32 operator[](EDimZ) const { return mZ; } f32& operator[](int i) { return (&mX)[i]; } f32 operator[](int i) const { return (&mX)[i]; } bool IsNonZero() const { return mX != 0.f || mY != 0.f || mZ != 0.f; } CVector3f DropZ() const { return CVector3f(mX, mY, 0.f); } CVector3f& operator+=(const CVector3f& other) { mX += other.mX; mY += other.mY; mZ += other.mZ; return *this; } CVector3f& operator-=(const CVector3f& other) { mX -= other.mX; mY -= other.mY; mZ -= other.mZ; return *this; } CVector3f& operator*=(f32 v) { mX *= v; mY *= v; mZ *= v; return *this; } CVector3f& operator/=(f32 v) { mX /= v; mY /= v; mZ /= v; return *this; } static f32 Dot(const CVector3f& a, const CVector3f& b) { return (a.GetX() * b.GetX()) + (a.GetY() * b.GetY()) + (a.GetZ() * b.GetZ()); } static const CVector3f& Zero() { return sZeroVector; } static const CVector3f& Up() { return sUpVector; } static const CVector3f& Down() { return sDownVector; } static const CVector3f& Left() { return sLeftVector; } static const CVector3f& Right() { return sRightVector; } static const CVector3f& Forward() { return sForwardVector; } static const CVector3f& Back() { return sBackVector; } private: f32 mX; f32 mY; f32 mZ; static CVector3f sZeroVector; static CVector3f sUpVector; static CVector3f sDownVector; static CVector3f sLeftVector; static CVector3f sRightVector; static CVector3f sForwardVector; static CVector3f sBackVector; }; CHECK_SIZEOF(CVector3f, 0xc) // ClassifyVector__FRC9CVector3f // TGetType<9CVector3f>__FRC9CVector3f // close_enough__FRC9CVector3fRC9CVector3ff in CloseEnough.cpp inline bool operator==(const CVector3f& lhs, const CVector3f& rhs) { return lhs.GetX() == rhs.GetX() && lhs.GetY() == rhs.GetY() && lhs.GetZ() == rhs.GetZ(); } inline bool operator!=(const CVector3f& lhs, const CVector3f& rhs) { return lhs.GetX() != rhs.GetX() || lhs.GetY() != rhs.GetY() || lhs.GetZ() != rhs.GetZ(); } inline CVector3f operator-(const CVector3f& lhs, const CVector3f& rhs) { f32 x = lhs.GetX() - rhs.GetX(); f32 y = lhs.GetY() - rhs.GetY(); f32 z = lhs.GetZ() - rhs.GetZ(); return CVector3f(x, y, z); } inline CVector3f operator+(const CVector3f& lhs, const CVector3f& rhs) { f32 x = lhs.GetX() + rhs.GetX(); f32 y = lhs.GetY() + rhs.GetY(); f32 z = lhs.GetZ() + rhs.GetZ(); return CVector3f(x, y, z); } inline CVector3f operator*(const CVector3f& vec, f32 f) { f32 x = vec.GetX() * f; f32 y = vec.GetY() * f; f32 z = vec.GetZ() * f; return CVector3f(x, y, z); } inline CVector3f operator/(const CVector3f& vec, f32 f) { f32 x = vec.GetX() / f; f32 y = vec.GetY() / f; f32 z = vec.GetZ() / f; return CVector3f(x, y, z); } inline CVector3f operator-(const CVector3f& vec) { f32 x = -vec.GetX(); f32 y = -vec.GetY(); f32 z = -vec.GetZ(); return CVector3f(x, y, z); } #endif // __CVECTOR3F_HPP__