170 lines
3.1 KiB
C++
170 lines
3.1 KiB
C++
#include <cassert>
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#include <cmath>
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#include "Vector3.h"
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#include <stdexcept>
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#include "MathHelpers.h"
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#include "Vector4.h"
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namespace dae {
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const Vector3 Vector3::UnitX = Vector3{ 1, 0, 0 };
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const Vector3 Vector3::UnitY = Vector3{ 0, 1, 0 };
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const Vector3 Vector3::UnitZ = Vector3{ 0, 0, 1 };
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const Vector3 Vector3::Zero = Vector3{ 0, 0, 0 };
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Vector3::Vector3(float _x, float _y, float _z) : x(_x), y(_y), z(_z) {}
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Vector3::Vector3(const Vector4& v) : x(v.x), y(v.y), z(v.z) {}
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Vector3::Vector3(const Vector3& from, const Vector3& to) : x(to.x - from.x), y(to.y - from.y), z(to.z - from.z) {}
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float Vector3::Magnitude() const
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{
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return std::sqrt(x * x + y * y + z * z);
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}
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float Vector3::SqrMagnitude() const
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{
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return x * x + y * y + z * z;
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}
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float Vector3::Normalize()
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{
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const float m = Magnitude();
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x /= m;
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y /= m;
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z /= m;
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return m;
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}
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Vector3 Vector3::Normalized() const
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{
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const float m = Magnitude();
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return { x / m, y / m, z / m };
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}
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float Vector3::Dot(const Vector3& v1, const Vector3& v2)
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{
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//todo W1
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throw std::runtime_error("Not Implemented Yet");
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return {};
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}
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Vector3 Vector3::Cross(const Vector3& v1, const Vector3& v2)
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{
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//todo W1
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throw std::runtime_error("Not Implemented Yet");
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return {};
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}
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Vector3 Vector3::Project(const Vector3& v1, const Vector3& v2)
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{
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return (v2 * (Dot(v1, v2) / Dot(v2, v2)));
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}
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Vector3 Vector3::Reject(const Vector3& v1, const Vector3& v2)
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{
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return (v1 - v2 * (Dot(v1, v2) / Dot(v2, v2)));
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}
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Vector3 Vector3::Reflect(const Vector3& v1, const Vector3& v2)
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{
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return v1 - (2.f * Vector3::Dot(v1, v2) * v2);
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}
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Vector4 Vector3::ToPoint4() const
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{
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return { x, y, z, 1 };
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}
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Vector4 Vector3::ToVector4() const
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{
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return { x, y, z, 0 };
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}
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#pragma region Operator Overloads
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Vector3 Vector3::operator*(float scale) const
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{
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return { x * scale, y * scale, z * scale };
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}
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Vector3 Vector3::operator/(float scale) const
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{
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return { x / scale, y / scale, z / scale };
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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-() const
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{
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return { -x ,-y,-z };
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}
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Vector3& Vector3::operator*=(float scale)
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{
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x *= scale;
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y *= scale;
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z *= scale;
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return *this;
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}
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Vector3& Vector3::operator/=(float scale)
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{
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x /= scale;
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y /= scale;
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z /= scale;
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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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x -= v.x;
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y -= v.y;
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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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x += v.x;
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y += v.y;
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z += v.z;
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return *this;
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}
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float& Vector3::operator[](int index)
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{
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assert(index <= 2 && index >= 0);
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if (index == 0) return x;
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if (index == 1) return y;
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return z;
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}
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float Vector3::operator[](int index) const
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{
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assert(index <= 2 && index >= 0);
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if (index == 0) return x;
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if (index == 1) return y;
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return z;
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}
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bool Vector3::operator==(const Vector3& v) const
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{
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return AreEqual(x, v.x) && AreEqual(y, v.y) && AreEqual(z, v.z);
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}
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#pragma endregion
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} |