#ifndef _CVECTOR3F #define _CVECTOR3F #include "types.h" #include "Kyoto/Math/CVector2f.hpp" #include "float.h" class CInputStream; class COutputStream; class CRelAngle; enum EDimX { kDX }; enum EDimY { kDY }; enum EDimZ { kDZ }; class CVector3f { public: CVector3f() {} explicit CVector3f(float x, float y, float z) : mX(x), mY(y), mZ(z) {} CVector3f(const CVector2f& v, float z) : mX(v.GetX()), mY(v.GetY()), mZ(z) {} CVector3f(CInputStream& in); void PutTo(COutputStream& out) const; float GetX() const { return mX; } float GetY() const { return mY; } float GetZ() const { return mZ; } void SetX(float x) { mX = x; } void SetY(float y) { mY = y; } void SetZ(float z) { mZ = z; } static CVector3f ByElementMultiply(const CVector3f& lhs, const CVector3f& rhs) { return CVector3f(lhs.GetX() * rhs.GetX(), lhs.GetY() * rhs.GetY(), lhs.GetZ() * rhs.GetZ()); } // ByElementMultiply__9CVector3fFRC9CVector3fRC9CVector3f static CVector3f Slerp(const CVector3f& a, const CVector3f& b, const CRelAngle& angle); CVector3f& Normalize(); float Magnitude() const; CVector3f AsNormalized() const; bool IsNotInf() const; bool IsMagnitudeSafe() const; bool CanBeNormalized() const; static float GetAngleDiff(const CVector3f& a, const CVector3f& b); bool IsEqu(const CVector3f& other, float epsilon = FLT_EPSILON) const; static CVector3f Lerp(const CVector3f& a, const CVector3f& b, float v) { float inv = 1.f - v; float x = a.mX * inv + b.mX * v; float y = a.mY * inv + b.mY * v; float z = a.mZ * inv + b.mZ * v; return CVector3f(x, y, z); } inline float MagSquared() const { return GetX() * GetX() + GetY() * GetY() + GetZ() * GetZ(); } 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); } float& operator[](EDimX dim) { return mX; } float& operator[](EDimY dim) { return mY; } float& operator[](EDimZ dim) { return mZ; } const float& operator[](EDimX) const { return mX; } const float& operator[](EDimY) const { return mY; } const float& operator[](EDimZ) const { return mZ; } float& operator[](int i) { return (&mX)[i]; } float 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*=(const float v) { mX *= v; mY *= v; mZ *= v; return *this; } CVector3f& operator/=(const float v) { mX /= v; mY /= v; mZ /= v; return *this; } CVector2f ToVec2f() const { return CVector2f(mX, mY); } static float 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; } protected: float mX; float mY; float 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) { float x = lhs.GetX() - rhs.GetX(); float y = lhs.GetY() - rhs.GetY(); float z = lhs.GetZ() - rhs.GetZ(); return CVector3f(x, y, z); } inline CVector3f operator+(const CVector3f& lhs, const CVector3f& rhs) { float x = lhs.GetX() + rhs.GetX(); float y = lhs.GetY() + rhs.GetY(); float z = lhs.GetZ() + rhs.GetZ(); return CVector3f(x, y, z); } // TODO real? inline CVector3f operator*(const CVector3f& lhs, const CVector3f& rhs) { float x = lhs.GetX() * rhs.GetX(); float y = lhs.GetY() * rhs.GetY(); float z = lhs.GetZ() * rhs.GetZ(); return CVector3f(x, y, z); } inline CVector3f operator*(const CVector3f& vec, const float f) { float x = vec.GetX() * f; float y = vec.GetY() * f; float z = vec.GetZ() * f; return CVector3f(x, y, z); } inline CVector3f operator*(const float f, const CVector3f& vec) { float x = f * vec.GetX(); float y = f * vec.GetY(); float z = f * vec.GetZ(); return CVector3f(x, y, z); } inline CVector3f operator/(const CVector3f& vec, const float f) { float x = vec.GetX() / f; float y = vec.GetY() / f; float z = vec.GetZ() / f; return CVector3f(x, y, z); } inline CVector3f operator-(const CVector3f& vec) { return CVector3f(-vec.GetX(), -vec.GetY(), -vec.GetZ()); } #endif // _CVECTOR3F