mirror of https://github.com/PrimeDecomp/prime.git
189 lines
5.6 KiB
C++
189 lines
5.6 KiB
C++
#ifndef _CVECTOR3F
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#define _CVECTOR3F
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#include "types.h"
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#include "Kyoto/Math/CVector2f.hpp"
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#include "float.h"
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class CInputStream;
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class COutputStream;
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class CRelAngle;
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enum EDimX { kDX };
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enum EDimY { kDY };
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enum EDimZ { kDZ };
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class CVector3f {
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public:
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CVector3f() {}
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explicit CVector3f(float x, float y, float z) : mX(x), mY(y), mZ(z) {}
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CVector3f(const CVector2f& v, float z) : mX(v.GetX()), mY(v.GetY()), mZ(z) {}
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CVector3f(CInputStream& in);
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void PutTo(COutputStream& out) const;
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float GetX() const { return mX; }
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float GetY() const { return mY; }
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float GetZ() const { return mZ; }
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void SetX(float x) { mX = x; }
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void SetY(float y) { mY = y; }
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void SetZ(float z) { mZ = z; }
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static CVector3f ByElementMultiply(const CVector3f& lhs, const CVector3f& rhs) {
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return CVector3f(lhs.GetX() * rhs.GetX(), lhs.GetY() * rhs.GetY(), lhs.GetZ() * rhs.GetZ());
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}
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// ByElementMultiply__9CVector3fFRC9CVector3fRC9CVector3f
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static CVector3f Slerp(const CVector3f& a, const CVector3f& b, const CRelAngle& angle);
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CVector3f& Normalize();
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float Magnitude() const;
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CVector3f AsNormalized() const;
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bool IsNotInf() const;
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bool IsMagnitudeSafe() const;
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bool CanBeNormalized() const;
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static float GetAngleDiff(const CVector3f& a, const CVector3f& b);
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bool IsEqu(const CVector3f& other, float epsilon = FLT_EPSILON) const;
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static CVector3f Lerp(const CVector3f& a, const CVector3f& b, float v) {
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float inv = 1.f - v;
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float x = a.mX * inv + b.mX * v;
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float y = a.mY * inv + b.mY * v;
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float z = a.mZ * inv + b.mZ * v;
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return CVector3f(x, y, z);
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}
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inline float MagSquared() const { return GetX() * GetX() + GetY() * GetY() + GetZ() * GetZ(); }
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static CVector3f Cross(const CVector3f& lhs, const CVector3f& rhs) {
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const float x = (lhs.GetY() * rhs.GetZ()) - (rhs.GetY() * lhs.GetZ());
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const float y = (lhs.GetZ() * rhs.GetX()) - (rhs.GetZ() * lhs.GetX());
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const float z = (lhs.GetX() * rhs.GetY()) - (rhs.GetX() * lhs.GetY());
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return CVector3f(x, y, z);
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}
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float& operator[](EDimX dim) { return mX; }
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float& operator[](EDimY dim) { return mY; }
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float& operator[](EDimZ dim) { return mZ; }
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const float& operator[](EDimX) const { return mX; }
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const float& operator[](EDimY) const { return mY; }
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const float& operator[](EDimZ) const { return mZ; }
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float& operator[](int i) { return (&mX)[i]; }
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float operator[](int i) const { return (&mX)[i]; }
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bool IsNonZero() const { return mX != 0.f || mY != 0.f || mZ != 0.f; }
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CVector3f DropZ() const { return CVector3f(mX, mY, 0.f); }
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CVector3f& operator+=(const CVector3f& other) {
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mX += other.mX;
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mY += other.mY;
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mZ += other.mZ;
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return *this;
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}
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CVector3f& operator-=(const CVector3f& other) {
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mX -= other.mX;
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mY -= other.mY;
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mZ -= other.mZ;
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return *this;
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}
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CVector3f& operator*=(const float v) {
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mX *= v;
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mY *= v;
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mZ *= v;
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return *this;
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}
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CVector3f& operator/=(const float v) {
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mX /= v;
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mY /= v;
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mZ /= v;
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return *this;
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}
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CVector2f ToVec2f() const {
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return CVector2f(mX, mY);
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}
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static float Dot(const CVector3f& a, const CVector3f& b) {
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return (a.GetX() * b.GetX()) + (a.GetY() * b.GetY()) + (a.GetZ() * b.GetZ());
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}
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static const CVector3f& Zero() { return sZeroVector; }
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static const CVector3f& Up() { return sUpVector; }
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static const CVector3f& Down() { return sDownVector; }
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static const CVector3f& Left() { return sLeftVector; }
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static const CVector3f& Right() { return sRightVector; }
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static const CVector3f& Forward() { return sForwardVector; }
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static const CVector3f& Back() { return sBackVector; }
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protected:
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float mX;
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float mY;
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float mZ;
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static CVector3f sZeroVector;
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static CVector3f sUpVector;
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static CVector3f sDownVector;
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static CVector3f sLeftVector;
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static CVector3f sRightVector;
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static CVector3f sForwardVector;
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static CVector3f sBackVector;
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};
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CHECK_SIZEOF(CVector3f, 0xc)
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// ClassifyVector__FRC9CVector3f
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// TGetType<9CVector3f>__FRC9CVector3f
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// close_enough__FRC9CVector3fRC9CVector3ff in CloseEnough.cpp
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inline bool operator==(const CVector3f& lhs, const CVector3f& rhs) {
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return lhs.GetX() == rhs.GetX() && lhs.GetY() == rhs.GetY() && lhs.GetZ() == rhs.GetZ();
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}
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inline bool operator!=(const CVector3f& lhs, const CVector3f& rhs) {
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return lhs.GetX() != rhs.GetX() || lhs.GetY() != rhs.GetY() || lhs.GetZ() != rhs.GetZ();
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}
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inline CVector3f operator-(const CVector3f& lhs, const CVector3f& rhs) {
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float x = lhs.GetX() - rhs.GetX();
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float y = lhs.GetY() - rhs.GetY();
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float z = lhs.GetZ() - rhs.GetZ();
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return CVector3f(x, y, z);
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}
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inline CVector3f operator+(const CVector3f& lhs, const CVector3f& rhs) {
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float x = lhs.GetX() + rhs.GetX();
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float y = lhs.GetY() + rhs.GetY();
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float z = lhs.GetZ() + rhs.GetZ();
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return CVector3f(x, y, z);
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}
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// TODO real?
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inline CVector3f operator*(const CVector3f& lhs, const CVector3f& rhs) {
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float x = lhs.GetX() * rhs.GetX();
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float y = lhs.GetY() * rhs.GetY();
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float z = lhs.GetZ() * rhs.GetZ();
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return CVector3f(x, y, z);
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}
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inline CVector3f operator*(const CVector3f& vec, const float f) {
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float x = vec.GetX() * f;
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float y = vec.GetY() * f;
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float z = vec.GetZ() * f;
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return CVector3f(x, y, z);
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}
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inline CVector3f operator*(const float f, const CVector3f& vec) {
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float x = f * vec.GetX();
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float y = f * vec.GetY();
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float z = f * vec.GetZ();
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return CVector3f(x, y, z);
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}
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inline CVector3f operator/(const CVector3f& vec, const float f) {
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float x = vec.GetX() / f;
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float y = vec.GetY() / f;
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float z = vec.GetZ() / f;
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return CVector3f(x, y, z);
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}
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inline CVector3f operator-(const CVector3f& vec) {
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return CVector3f(-vec.GetX(), -vec.GetY(), -vec.GetZ());
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}
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#endif // _CVECTOR3F
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