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Vector3D.h
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Vector3D.h
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#pragma once
#include <PxPhysics.h>
#include <PxPhysicsAPI.h>
#include <cmath>
#include "Math.h"
#include "Prerequisites.h"
#include "DLL.h"
class ESGS_EXPORT Vector3D
{
public:
Vector3D() : x(0), y(0), z(0)
{
}
Vector3D(float x, float y, float z) : x(x), y(y), z(z)
{
}
Vector3D(const Vector3D& vector) : x(vector.x), y(vector.y), z(vector.z)
{
}
Vector3D(const physx::PxVec3& vector) : x(vector.x), y(vector.y), z(vector.z)
{
}
Vector3D(const physx::PxExtendedVec3& vector) : x(vector.x), y(vector.y), z(vector.z)
{
}
static Vector3D lerp(const Vector3D& start, const Vector3D& end, float delta) noexcept
{
Vector3D v;
v.x = start.x * (1.0f - delta) + end.x * (delta);
v.y = start.y * (1.0f - delta) + end.y * (delta);
v.z = start.z * (1.0f - delta) + end.z * (delta);
return v;
}
Vector3D cross(const Vector3D& rhs)
{
return Vector3D(
y * rhs.z - z * rhs.y,
z * rhs.x - x * rhs.z,
x * rhs.y - y * rhs.x);
}
static Vector3D cross(const Vector3D& v1, const Vector3D& v2)
{
Vector3D res;
res.x = (v1.y * v2.z) - (v1.z * v2.y);
res.y = (v1.z * v2.x) - (v1.x * v2.z);
res.z = (v1.x * v2.y) - (v1.y * v2.x);
return res;
}
static Vector3D fromQuaternion(float x, float y, float z, float w)
{
Vector3D v;
float t0 = 2.0 * (w * x + y * z);
float t1 = 1.0 - 2.0 * (x * x + y * y);
v.x = atan2(t0, t1) * rad2deg;
float t2 = 2 * (y *w - z * x);
t2 = t2 > 1.0 ? 1.0 : t2;
v.y = asin(t2) * rad2deg;
float t3 = 2.0 * (w * z + y * x);
float t4 = 1.0 - 2.0 * (z * z + y * y);
v.z = atan2(t3, t4) * rad2deg;
return v;
}
float angle(Vector3D& v)
{
float d = dot(v) / (magnitude() * v.magnitude());
return acos(d) * rad2deg;
}
float magnitude()
{
return (float)sqrt(x * x + y * y + z * z);
}
float dot(Vector3D& vector) noexcept
{
return x * vector.x + y * vector.y + z * vector.z;
}
Vector3D getConjugate() noexcept
{
return Vector3D(-x, -y, -z);
}
void normalize()
{
float mag = magnitude();
if (mag > epsilon)
{
x /= mag;
y /= mag;
z /= mag;
}
else
{
x = 0;
y = 0;
z = 0;
}
}
static Vector3D normalize(Vector3D value)
{
float mag = value.magnitude();
if (mag > epsilon)
{
value.x /= mag;
value.y /= mag;
value.z /= mag;
}
else
{
value.x = 0;
value.y = 0;
value.z = 0;
}
return Vector3D(value.x, value.y, value.z);
}
static Vector3D up() noexcept
{
return Vector3D(0, 1, 0);
}
Vector3D getUp() noexcept
{
return Vector3D(0, y, 0);
}
static Vector3D down() noexcept
{
return Vector3D(0, -1, 0);
}
Vector3D getDown() noexcept
{
return Vector3D(0, -y, 0);
}
static Vector3D right() noexcept
{
return Vector3D(1, 0, 0);
}
Vector3D getRight() noexcept
{
return Vector3D(x, 0, 0);
}
static Vector3D left() noexcept
{
return Vector3D(-1, 0, 0);
}
Vector3D getLeft() noexcept
{
return Vector3D(-x, 0, 0);
}
static Vector3D forward() noexcept
{
return Vector3D(0, 0, 1);
}
Vector3D getForward() noexcept
{
return Vector3D(0, 0, z);
}
static Vector3D backward() noexcept
{
return Vector3D(0, 0, -1);
}
Vector3D getBackward() noexcept
{
return Vector3D(0, 0, -z);
}
Vector3D operator *(float num)
{
return Vector3D(x * num, y * num, z * num);
}
Vector3D operator +(Vector3D vec) const
{
return Vector3D(x + vec.x, y + vec.y, z + vec.z);
}
Vector3D operator -(Vector3D vec) const
{
return Vector3D(x - vec.x, y - vec.y, z - vec.z);
}
Vector3D operator -() const
{
return Vector3D(-x, -y, -z);
}
Vector3D operator *(Vector3D vec) const
{
return Vector3D(x * vec.x, y * vec.y, z * vec.z);
}
Vector3D operator /(Vector3D vec) const
{
return Vector3D(x / vec.x, y / vec.y, z / vec.z);
}
Vector3D operator +(const physx::PxVec3& vec)
{
return Vector3D(x + vec.x, y + vec.y, z + vec.z);
}
Vector3D operator -(const physx::PxVec3& vec)
{
return Vector3D(x - vec.x, y - vec.y, z - vec.z);
}
bool operator !=(const Vector3D& vec)
{
return (x != vec.x) && (y != vec.y) && (z != vec.z);
}
bool operator ==(const Vector3D& vec)
{
return (x == vec.x) && (y == vec.y) && (z == vec.z);
}
~Vector3D()
{
}
public:
float x = 0;
float y = 0;
float z = 0;
};