feat(vector): add C3Vector methods

This commit is contained in:
VDm 2025-05-28 23:51:54 +04:00
parent f28f744a5b
commit f3b5a84428
3 changed files with 283 additions and 21 deletions

View file

@ -7,25 +7,26 @@
C2Vector C2Vector::FromAxisAngle(float axang, float mag) {
float x = mag * CMath::cos(axang);
float y = mag * CMath::sin(axang);
return C2Vector(x, y);
return { x, y };
}
C2Vector C2Vector::Min(const C2Vector& a, const C2Vector& b) {
float x = std::fmin(a.x, b.x);
float y = std::fmin(a.y, b.y);
return C2Vector(x, y);
return { x, y };
}
C2Vector C2Vector::Max(const C2Vector& a, const C2Vector& b) {
float x = std::fmax(a.x, b.x);
float y = std::fmax(a.y, b.y);
return C2Vector(x, y);
return { x, y };
}
C2Vector C2Vector::Lerp(const C2Vector& a, const C2Vector& l, const C2Vector& h) {
return C2Vector(
return {
l.x + (h.x - l.x) * a.x,
l.y + (h.y - h.y) * a.y);
l.y + (h.y - l.y) * a.y
};
}
float C2Vector::Dot(const C2Vector& l, const C2Vector& r) {
@ -94,7 +95,7 @@ C2Vector& C2Vector::operator/=(const C2Vector& a) {
}
C2Vector C2Vector::operator-() {
return C2Vector(-this->x, -this->y);
return { -this->x, -this->y };
}
float& C2Vector::operator[](uint32_t sub) {

View file

@ -2,24 +2,212 @@
#include "tempest/Math.hpp"
#include "tempest/Matrix.hpp"
#include <storm/Error.hpp>
C3Vector C3Vector::Min(const C3Vector& a, const C3Vector& b) {
float x = std::fmin(a.x, b.x);
float y = std::fmin(a.y, b.y);
float z = std::fmin(a.z, b.z);
return { x, y, z };
}
C3Vector C3Vector::Max(const C3Vector& a, const C3Vector& b) {
float x = std::fmax(a.x, b.x);
float y = std::fmax(a.y, b.y);
float z = std::fmax(a.z, b.z);
return { x, y, z };
}
C3Vector C3Vector::Lerp(const C3Vector& a, const C3Vector& l, const C3Vector& h) {
return {
l.x + (h.x - l.x) * a.x,
l.y + (h.y - l.y) * a.y,
l.z + (h.z - l.z) * a.z
};
}
float C3Vector::Dot(const C3Vector& l, const C3Vector& r) {
return (l.x * r.x) + (l.y * r.y) + (l.z * r.z);
}
C3Vector C3Vector::Cross(const C3Vector& l, const C3Vector& r) {
return {
(l.y * r.z) - (l.z * r.y),
(l.z * r.x) - (l.x * r.z),
(l.x * r.y) - (l.y * r.x)
};
}
C3Vector C3Vector::ProjectionOnPlane(const C3Vector& v, const C3Vector& normal) {
return v - (C3Vector::Dot(v, normal) * normal);
}
C3Vector C3Vector::NearestOnPlane(const C3Vector& p, const C3Vector& onplane, const C3Vector& normal) {
return onplane + C3Vector::ProjectionOnPlane(p - onplane, normal);
}
void C3Vector::Get(float& ox, float& oy, float& oz) const {
ox = this->x;
oy = this->y;
oz = this->z;
}
void C3Vector::Set(float nx, float ny, float nz) {
this->x = nx;
this->y = ny;
this->z = nz;
}
C3Vector& C3Vector::operator+=(float a) {
this->x += a;
this->y += a;
this->z += a;
return *this;
}
C3Vector& C3Vector::operator+=(const C3Vector& a) {
this->x += a.x;
this->y += a.y;
this->z += a.z;
return *this;
}
C3Vector& C3Vector::operator-=(float a) {
this->x -= a;
this->y -= a;
this->z -= a;
return *this;
}
C3Vector& C3Vector::operator-=(const C3Vector& a) {
this->x -= a.x;
this->y -= a.y;
this->z -= a.z;
return *this;
}
C3Vector& C3Vector::operator*=(float a) {
this->x *= a;
this->y *= a;
this->z *= a;
return *this;
}
C3Vector& C3Vector::operator*=(const C3Vector& a) {
this->x *= a.x;
this->y *= a.y;
this->z *= a.z;
return *this;
}
C3Vector& C3Vector::operator/=(float a) {
this->x /= a;
this->y /= a;
this->z /= a;
return *this;
}
C3Vector& C3Vector::operator/=(const C3Vector& a) {
this->x /= a.x;
this->y /= a.y;
this->z /= a.z;
return *this;
}
C3Vector C3Vector::operator-() {
return { -this->x, -this->y, -this->z };
}
float& C3Vector::operator[](uint32_t sub) {
STORM_ASSERT(sub < C3Vector::eComponents);
switch (sub) {
case C3AXIS_Z:
return this->z;
case C3AXIS_Y:
return this->y;
case C3AXIS_X:
default:
return this->x;
}
}
const float& C3Vector::operator[](uint32_t sub) const {
STORM_ASSERT(sub < C3Vector::eComponents);
switch (sub) {
case C3AXIS_Z:
return this->z;
case C3AXIS_Y:
return this->y;
case C3AXIS_X:
default:
return this->x;
}
}
float C3Vector::SquaredMag() const {
return this->x * this->x + this->y * this->y + this->z * this->z;
}
float C3Vector::Mag() const {
return CMath::sqrt(this->SquaredMag());
}
void C3Vector::Normalize() {
this->operator*=(1.0f / this->Mag());
float C3Vector::SumC() const {
return this->x + this->y + this->z;
}
float C3Vector::SquaredMag() const {
return this->x * this->x + this->y * this->y + this->z * this->z;
bool C3Vector::IsUnit() const {
return CMath::fequalz(this->SquaredMag(), 1.0f, 0.001f);
}
void C3Vector::Normalize() {
float mag = this->Mag();
STORM_ASSERT(mag > 0.0f);
mag = 1.0f / mag;
this->x *= mag;
this->y *= mag;
this->z *= mag;
}
void C3Vector::Scale(float a) {
float mag = this->Mag();
STORM_ASSERT(mag > 0.0f);
mag = a * 1.0f / mag;
this->x *= mag;
this->y *= mag;
this->z *= mag;
}
C3Vector::EAxis C3Vector::MajorAxis() const {
float fx = CMath::fabs(this->x);
float fy = CMath::fabs(this->y);
float fz = CMath::fabs(this->z);
if (fx <= fy) {
if (fy > fz) {
return C3AXIS_Y;
}
} else if (fx > fz) {
return C3AXIS_X;
}
return C3AXIS_Z;
}
C3Vector::EAxis C3Vector::MinorAxis() const {
float fx = CMath::fabs(this->x);
float fy = CMath::fabs(this->y);
float fz = CMath::fabs(this->z);
if (fx >= fy) {
if (fz > fy) {
return C3AXIS_Y;
}
} else if (fx >= fz) {
return C3AXIS_Z;
} else {
return C3AXIS_X;
}
return C3AXIS_Z;
}
C3Vector operator+(const C3Vector& l, const C3Vector& r) {
@ -30,6 +218,22 @@ C3Vector operator+(const C3Vector& l, const C3Vector& r) {
return { x, y, z };
}
C3Vector operator-(const C3Vector& l, const C3Vector& r) {
float x = l.x - r.x;
float y = l.y - r.y;
float z = l.z - r.z;
return { x, y, z };
}
C3Vector operator*(const C3Vector& l, float r) {
return { l.x * r, l.y * r, l.z * r };
}
C3Vector operator*(float l, const C3Vector& r) {
return { l * r.x, l * r.y, l * r.z };
}
C3Vector operator*(const C3Vector& l, const C44Matrix& r) {
float x = r.c0 * l.z + r.b0 * l.y + r.a0 * l.x + r.d0;
float y = r.c1 * l.z + r.b1 * l.y + r.a1 * l.x + r.d1;
@ -38,6 +242,10 @@ C3Vector operator*(const C3Vector& l, const C44Matrix& r) {
return { x, y, z };
}
bool operator==(const C3Vector& l, const C3Vector& r) {
return l.x == r.x && l.y == r.y && l.z == r.z;
}
bool operator!=(const C3Vector& l, const C3Vector& r) {
return l.x != r.x || l.y != r.y || l.z != r.z;
}

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@ -1,6 +1,7 @@
#ifndef TEMPEST_VECTOR_C_3VECTOR_HPP
#define TEMPEST_VECTOR_C_3VECTOR_HPP
#include "tempest/vector/C2Vector.hpp"
#include "tempest/vector/CImVector.hpp"
class C44Matrix;
@ -12,30 +13,82 @@ class C3Vector {
float y = 0.0f;
float z = 0.0f;
enum : uint32_t {
eComponents = 3
};
enum EAxis {
C3AXIS_X = 0,
C3AXIS_Y = 1,
C3AXIS_Z = 2
};
// Static functions
static C3Vector Min(const C3Vector& a, const C3Vector& b);
static C3Vector Max(const C3Vector& a, const C3Vector& b);
static C3Vector Lerp(const C3Vector& a, const C3Vector& l, const C3Vector& h);
static float Dot(const C3Vector& l, const C3Vector& r);
static C3Vector Cross(const C3Vector& l, const C3Vector& r);
static C3Vector ProjectionOnPlane(const C3Vector& v, const C3Vector& normal);
static C3Vector NearestOnPlane(const C3Vector& p, const C3Vector& onplane, const C3Vector& normal);
// Member functions
C3Vector() = default;
C3Vector(float a)
: x(a)
, y(a)
, z(a) {};
C3Vector(float x, float y, float z)
: x(x)
, y(y)
, z(z) {};
C3Vector(const C2Vector& a)
: x(a.x)
, y(a.y)
, z(0.0f) {};
C3Vector(const CImVector& color)
: x(color.r / 255.0f)
, y(color.g / 255.0f)
, z(color.b / 255.0f) {};
C3Vector(float x, float y, float z)
: x(x)
, y(y)
, z(z) {};
C3Vector(float a)
: x(a)
, y(a)
, z(a) {};
void Get(float& ox, float& oy, float& oz) const;
void Set(float nx, float ny, float nz);
C3Vector& operator+=(float a);
C3Vector& operator+=(const C3Vector& a);
C3Vector& operator-=(float a);
C3Vector& operator-=(const C3Vector& a);
C3Vector& operator*=(float a);
float Mag() const;
void Normalize();
C3Vector& operator*=(const C3Vector& a);
C3Vector& operator/=(float a);
C3Vector& operator/=(const C3Vector& a);
C3Vector operator-();
float& operator[](uint32_t sub);
const float& operator[](uint32_t sub) const;
float SquaredMag() const;
float Mag() const;
float SumC() const;
bool IsUnit() const;
void Normalize();
void Scale(float a);
EAxis MajorAxis() const;
EAxis MinorAxis() const;
};
C3Vector operator+(const C3Vector& l, const C3Vector& r);
C3Vector operator-(const C3Vector& l, const C3Vector& r);
C3Vector operator*(const C3Vector& l, float r);
C3Vector operator*(float l, const C3Vector& r);
C3Vector operator*(const C3Vector& l, const C44Matrix& r);
bool operator==(const C3Vector& l, const C3Vector& r);
bool operator!=(const C3Vector& l, const C3Vector& r);
#endif