// // Copyright (c) 2008-2017 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #pragma once #include "../Math/Vector2.h" namespace Atomic { /// Three-dimensional vector with integer values. class ATOMIC_API IntVector3 { public: /// Construct a zero vector. IntVector3() : x_(0), y_(0), z_(0) { } /// Construct from coordinates. IntVector3(int x, int y, int z) : x_(x), y_(y), z_(z) { } /// Construct from an int array. IntVector3(const int* data) : x_(data[0]), y_(data[1]), z_(data[2]) { } /// Copy-construct from another vector. IntVector3(const IntVector3& rhs) : x_(rhs.x_), y_(rhs.y_), z_(rhs.z_) { } /// Assign from another vector. IntVector3& operator =(const IntVector3& rhs) { x_ = rhs.x_; y_ = rhs.y_; z_ = rhs.z_; return *this; } /// Test for equality with another vector. bool operator ==(const IntVector3& rhs) const { return x_ == rhs.x_ && y_ == rhs.y_ && z_ == rhs.z_; } /// Test for inequality with another vector. bool operator !=(const IntVector3& rhs) const { return x_ != rhs.x_ || y_ != rhs.y_ || z_ != rhs.z_; } /// Add a vector. IntVector3 operator +(const IntVector3& rhs) const { return IntVector3(x_ + rhs.x_, y_ + rhs.y_, z_ + rhs.z_); } /// Return negation. IntVector3 operator -() const { return IntVector3(-x_, -y_, -z_); } /// Subtract a vector. IntVector3 operator -(const IntVector3& rhs) const { return IntVector3(x_ - rhs.x_, y_ - rhs.y_, z_ - rhs.z_); } /// Multiply with a scalar. IntVector3 operator *(int rhs) const { return IntVector3(x_ * rhs, y_ * rhs, z_ * rhs); } /// Divide by a scalar. IntVector3 operator /(int rhs) const { return IntVector3(x_ / rhs, y_ / rhs, z_ / rhs); } /// Add-assign a vector. IntVector3& operator +=(const IntVector3& rhs) { x_ += rhs.x_; y_ += rhs.y_; z_ += rhs.z_; return *this; } /// Subtract-assign a vector. IntVector3& operator -=(const IntVector3& rhs) { x_ -= rhs.x_; y_ -= rhs.y_; z_ -= rhs.z_; return *this; } /// Multiply-assign a scalar. IntVector3& operator *=(int rhs) { x_ *= rhs; y_ *= rhs; z_ *= rhs; return *this; } /// Divide-assign a scalar. IntVector3& operator /=(int rhs) { x_ /= rhs; y_ /= rhs; z_ /= rhs; return *this; } /// Return integer data. const int* Data() const { return &x_; } /// Return as string. String ToString() const; /// Return hash value for HashSet & HashMap. unsigned ToHash() const { return (unsigned)x_ * 31 * 31 + (unsigned)y_ * 31 + (unsigned)z_; } /// Return length. float Length() const { return sqrtf((float)(x_ * x_ + y_ * y_ + z_ * z_)); } /// X coordinate. int x_; /// Y coordinate. int y_; /// Z coordinate. int z_; /// Zero vector. static const IntVector3 ZERO; /// (-1,0,0) vector. static const IntVector3 LEFT; /// (1,0,0) vector. static const IntVector3 RIGHT; /// (0,1,0) vector. static const IntVector3 UP; /// (0,-1,0) vector. static const IntVector3 DOWN; /// (0,0,1) vector. static const IntVector3 FORWARD; /// (0,0,-1) vector. static const IntVector3 BACK; /// (1,1,1) vector. static const IntVector3 ONE; }; /// Three-dimensional vector. class ATOMIC_API Vector3 { public: /// Construct a zero vector. Vector3() : x_(0.0f), y_(0.0f), z_(0.0f) { } /// Copy-construct from another vector. Vector3(const Vector3& vector) : x_(vector.x_), y_(vector.y_), z_(vector.z_) { } /// Construct from a two-dimensional vector and the Z coordinate. Vector3(const Vector2& vector, float z) : x_(vector.x_), y_(vector.y_), z_(z) { } /// Construct from a two-dimensional vector (for Atomic2D). Vector3(const Vector2& vector) : x_(vector.x_), y_(vector.y_), z_(0.0f) { } /// Construct from an IntVector3. explicit Vector3(const IntVector3& vector) : x_((float)vector.x_), y_((float)vector.y_), z_((float)vector.z_) { } /// Construct from coordinates. Vector3(float x, float y, float z) : x_(x), y_(y), z_(z) { } /// Construct from two-dimensional coordinates (for Atomic2D). Vector3(float x, float y) : x_(x), y_(y), z_(0.0f) { } /// Construct from a float array. explicit Vector3(const float* data) : x_(data[0]), y_(data[1]), z_(data[2]) { } /// Assign from another vector. Vector3& operator =(const Vector3& rhs) { x_ = rhs.x_; y_ = rhs.y_; z_ = rhs.z_; return *this; } /// Test for equality with another vector without epsilon. bool operator ==(const Vector3& rhs) const { return x_ == rhs.x_ && y_ == rhs.y_ && z_ == rhs.z_; } /// Test for inequality with another vector without epsilon. bool operator !=(const Vector3& rhs) const { return x_ != rhs.x_ || y_ != rhs.y_ || z_ != rhs.z_; } /// Add a vector. Vector3 operator +(const Vector3& rhs) const { return Vector3(x_ + rhs.x_, y_ + rhs.y_, z_ + rhs.z_); } /// Return negation. Vector3 operator -() const { return Vector3(-x_, -y_, -z_); } /// Subtract a vector. Vector3 operator -(const Vector3& rhs) const { return Vector3(x_ - rhs.x_, y_ - rhs.y_, z_ - rhs.z_); } /// Multiply with a scalar. Vector3 operator *(float rhs) const { return Vector3(x_ * rhs, y_ * rhs, z_ * rhs); } /// Multiply with a vector. Vector3 operator *(const Vector3& rhs) const { return Vector3(x_ * rhs.x_, y_ * rhs.y_, z_ * rhs.z_); } /// Divide by a scalar. Vector3 operator /(float rhs) const { return Vector3(x_ / rhs, y_ / rhs, z_ / rhs); } /// Divide by a vector. Vector3 operator /(const Vector3& rhs) const { return Vector3(x_ / rhs.x_, y_ / rhs.y_, z_ / rhs.z_); } /// Add-assign a vector. Vector3& operator +=(const Vector3& rhs) { x_ += rhs.x_; y_ += rhs.y_; z_ += rhs.z_; return *this; } /// Subtract-assign a vector. Vector3& operator -=(const Vector3& rhs) { x_ -= rhs.x_; y_ -= rhs.y_; z_ -= rhs.z_; return *this; } /// Multiply-assign a scalar. Vector3& operator *=(float rhs) { x_ *= rhs; y_ *= rhs; z_ *= rhs; return *this; } /// Multiply-assign a vector. Vector3& operator *=(const Vector3& rhs) { x_ *= rhs.x_; y_ *= rhs.y_; z_ *= rhs.z_; return *this; } /// Divide-assign a scalar. Vector3& operator /=(float rhs) { float invRhs = 1.0f / rhs; x_ *= invRhs; y_ *= invRhs; z_ *= invRhs; return *this; } /// Divide-assign a vector. Vector3& operator /=(const Vector3& rhs) { x_ /= rhs.x_; y_ /= rhs.y_; z_ /= rhs.z_; return *this; } /// Normalize to unit length. void Normalize() { float lenSquared = LengthSquared(); if (!Atomic::Equals(lenSquared, 1.0f) && lenSquared > 0.0f) { float invLen = 1.0f / sqrtf(lenSquared); x_ *= invLen; y_ *= invLen; z_ *= invLen; } } /// Return length. float Length() const { return sqrtf(x_ * x_ + y_ * y_ + z_ * z_); } /// Return squared length. float LengthSquared() const { return x_ * x_ + y_ * y_ + z_ * z_; } /// Calculate dot product. float DotProduct(const Vector3& rhs) const { return x_ * rhs.x_ + y_ * rhs.y_ + z_ * rhs.z_; } /// Calculate absolute dot product. float AbsDotProduct(const Vector3& rhs) const { return Atomic::Abs(x_ * rhs.x_) + Atomic::Abs(y_ * rhs.y_) + Atomic::Abs(z_ * rhs.z_); } /// Project vector onto axis. float ProjectOntoAxis(const Vector3& axis) const { return DotProduct(axis.Normalized()); } /// Calculate cross product. Vector3 CrossProduct(const Vector3& rhs) const { return Vector3( y_ * rhs.z_ - z_ * rhs.y_, z_ * rhs.x_ - x_ * rhs.z_, x_ * rhs.y_ - y_ * rhs.x_ ); } /// Return absolute vector. Vector3 Abs() const { return Vector3(Atomic::Abs(x_), Atomic::Abs(y_), Atomic::Abs(z_)); } /// Linear interpolation with another vector. Vector3 Lerp(const Vector3& rhs, float t) const { return *this * (1.0f - t) + rhs * t; } /// Test for equality with another vector with epsilon. bool Equals(const Vector3& rhs) const { return Atomic::Equals(x_, rhs.x_) && Atomic::Equals(y_, rhs.y_) && Atomic::Equals(z_, rhs.z_); } /// Returns the angle between this vector and another vector in degrees. float Angle(const Vector3& rhs) const { return Atomic::Acos(DotProduct(rhs) / (Length() * rhs.Length())); } /// Return whether is NaN. bool IsNaN() const { return Atomic::IsNaN(x_) || Atomic::IsNaN(y_) || Atomic::IsNaN(z_); } /// Return normalized to unit length. Vector3 Normalized() const { float lenSquared = LengthSquared(); if (!Atomic::Equals(lenSquared, 1.0f) && lenSquared > 0.0f) { float invLen = 1.0f / sqrtf(lenSquared); return *this * invLen; } else return *this; } // ATOMIC BEGIN Vector3 ClampedLerp(const Vector3& rhs, float t) const { if (t > 1) t = 1; else if (t < 0) t = 0; return *this * (1.0f - t) + rhs * t; } // ATOMIC END /// Return float data. const float* Data() const { return &x_; } /// Return as string. String ToString() const; /// X coordinate. float x_; /// Y coordinate. float y_; /// Z coordinate. float z_; /// Zero vector. static const Vector3 ZERO; /// (-1,0,0) vector. static const Vector3 LEFT; /// (1,0,0) vector. static const Vector3 RIGHT; /// (0,1,0) vector. static const Vector3 UP; /// (0,-1,0) vector. static const Vector3 DOWN; /// (0,0,1) vector. static const Vector3 FORWARD; /// (0,0,-1) vector. static const Vector3 BACK; /// (1,1,1) vector. static const Vector3 ONE; // ATOMIC BEGIN /// Set components to minimum of this and other vector void ComponentwiseMin(const Vector3& rhs) { if (rhs.x_ < x_) x_ = rhs.x_; if (rhs.y_ < y_) y_ = rhs.y_; if (rhs.z_ < z_) z_ = rhs.z_; } /// Set components to maximum of this and other vector void ComponentwiseMax(const Vector3& rhs) { if (rhs.x_ > x_) x_ = rhs.x_; if (rhs.y_ > y_) y_ = rhs.y_; if (rhs.z_ > z_) z_ = rhs.z_; } // ATOMIC END }; /// Multiply Vector3 with a scalar. inline Vector3 operator *(float lhs, const Vector3& rhs) { return rhs * lhs; } /// Multiply IntVector3 with a scalar. inline IntVector3 operator *(int lhs, const IntVector3& rhs) { return rhs * lhs; } /// Per-component linear interpolation between two 3-vectors. inline Vector3 VectorLerp(const Vector3& lhs, const Vector3& rhs, const Vector3& t) { return lhs + (rhs - lhs) * t; } /// Per-component min of two 3-vectors. inline Vector3 VectorMin(const Vector3& lhs, const Vector3& rhs) { return Vector3(Min(lhs.x_, rhs.x_), Min(lhs.y_, rhs.y_), Min(lhs.z_, rhs.z_)); } /// Per-component max of two 3-vectors. inline Vector3 VectorMax(const Vector3& lhs, const Vector3& rhs) { return Vector3(Max(lhs.x_, rhs.x_), Max(lhs.y_, rhs.y_), Max(lhs.z_, rhs.z_)); } /// Per-component floor of 3-vector. inline Vector3 VectorFloor(const Vector3& vec) { return Vector3(Floor(vec.x_), Floor(vec.y_), Floor(vec.z_)); } /// Per-component round of 3-vector. inline Vector3 VectorRound(const Vector3& vec) { return Vector3(Round(vec.x_), Round(vec.y_), Round(vec.z_)); } /// Per-component ceil of 3-vector. inline Vector3 VectorCeil(const Vector3& vec) { return Vector3(Ceil(vec.x_), Ceil(vec.y_), Ceil(vec.z_)); } /// Per-component floor of 3-vector. Returns IntVector3. inline IntVector3 VectorFloorToInt(const Vector3& vec) { return IntVector3(FloorToInt(vec.x_), FloorToInt(vec.y_), FloorToInt(vec.z_)); } /// Per-component round of 3-vector. Returns IntVector3. inline IntVector3 VectorRoundToInt(const Vector3& vec) { return IntVector3(RoundToInt(vec.x_), RoundToInt(vec.y_), RoundToInt(vec.z_)); } /// Per-component ceil of 3-vector. Returns IntVector3. inline IntVector3 VectorCeilToInt(const Vector3& vec) { return IntVector3(CeilToInt(vec.x_), CeilToInt(vec.y_), CeilToInt(vec.z_)); } /// Per-component min of two 3-vectors. inline IntVector3 VectorMin(const IntVector3& lhs, const IntVector3& rhs) { return IntVector3(Min(lhs.x_, rhs.x_), Min(lhs.y_, rhs.y_), Min(lhs.z_, rhs.z_)); } /// Per-component max of two 3-vectors. inline IntVector3 VectorMax(const IntVector3& lhs, const IntVector3& rhs) { return IntVector3(Max(lhs.x_, rhs.x_), Max(lhs.y_, rhs.y_), Max(lhs.z_, rhs.z_)); } /// Return a random value from [0, 1) from 3-vector seed. inline float StableRandom(const Vector3& seed) { return StableRandom(Vector2(StableRandom(Vector2(seed.x_, seed.y_)), seed.z_)); } }