You cannot select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
354 lines
8.5 KiB
C++
354 lines
8.5 KiB
C++
11 months ago
|
#ifndef RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
|
||
|
#define RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
|
||
|
|
||
|
#ifndef RAYLIB_CPP_NO_MATH
|
||
|
#include <cmath>
|
||
|
#endif
|
||
|
|
||
|
#include <string>
|
||
|
|
||
|
#include "./raylib.hpp"
|
||
|
#include "./raymath.hpp"
|
||
|
#include "./raylib-cpp-utils.hpp"
|
||
|
|
||
|
namespace raylib {
|
||
|
/**
|
||
|
* Vector3 type
|
||
|
*/
|
||
|
class Vector3 : public ::Vector3 {
|
||
|
public:
|
||
|
Vector3(const ::Vector3& vec) : ::Vector3{vec.x, vec.y, vec.z} {}
|
||
|
|
||
|
Vector3(float x, float y, float z) : ::Vector3{x, y, z} {}
|
||
|
Vector3(float x, float y) : ::Vector3{x, y, 0} {}
|
||
|
Vector3(float x) : ::Vector3{x, 0, 0} {}
|
||
|
Vector3() {}
|
||
|
|
||
|
Vector3(::Color color) {
|
||
|
set(ColorToHSV(color));
|
||
|
}
|
||
|
|
||
|
GETTERSETTER(float, X, x)
|
||
|
GETTERSETTER(float, Y, y)
|
||
|
GETTERSETTER(float, Z, z)
|
||
|
|
||
|
Vector3& operator=(const ::Vector3& vector3) {
|
||
|
set(vector3);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
bool operator==(const ::Vector3& other) const {
|
||
|
return x == other.x
|
||
|
&& y == other.y
|
||
|
&& z == other.z;
|
||
|
}
|
||
|
|
||
|
bool operator!=(const ::Vector3& other) const {
|
||
|
return !(*this == other);
|
||
|
}
|
||
|
|
||
|
inline std::string ToString() const {
|
||
|
return TextFormat("Vector3(%f, %f, %f)", x, y, z);
|
||
|
}
|
||
|
|
||
|
inline operator std::string() const {
|
||
|
return ToString();
|
||
|
}
|
||
|
|
||
|
#ifndef RAYLIB_CPP_NO_MATH
|
||
|
/**
|
||
|
* Add two vectors
|
||
|
*/
|
||
|
inline Vector3 Add(const ::Vector3& vector3) const {
|
||
|
return Vector3Add(*this, vector3);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Add two vectors
|
||
|
*/
|
||
|
inline Vector3 operator+(const ::Vector3& vector3) const {
|
||
|
return Vector3Add(*this, vector3);
|
||
|
}
|
||
|
|
||
|
Vector3& operator+=(const ::Vector3& vector3) {
|
||
|
set(Vector3Add(*this, vector3));
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Subtract two vectors.
|
||
|
*/
|
||
|
inline Vector3 Subtract(const ::Vector3& vector3) const {
|
||
|
return Vector3Subtract(*this, vector3);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Subtract two vectors.
|
||
|
*/
|
||
|
inline Vector3 operator-(const ::Vector3& vector3) const {
|
||
|
return Vector3Subtract(*this, vector3);
|
||
|
}
|
||
|
|
||
|
Vector3& operator-=(const ::Vector3& vector3) {
|
||
|
set(Vector3Subtract(*this, vector3));
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Negate provided vector (invert direction)
|
||
|
*/
|
||
|
inline Vector3 Negate() const {
|
||
|
return Vector3Negate(*this);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Negate provided vector (invert direction)
|
||
|
*/
|
||
|
inline Vector3 operator-() const {
|
||
|
return Vector3Negate(*this);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Multiply vector by vector
|
||
|
*/
|
||
|
inline Vector3 Multiply(const ::Vector3& vector3) const {
|
||
|
return Vector3Multiply(*this, vector3);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Multiply vector by vector
|
||
|
*/
|
||
|
inline Vector3 operator*(const ::Vector3& vector3) const {
|
||
|
return Vector3Multiply(*this, vector3);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Multiply vector by vector
|
||
|
*/
|
||
|
Vector3& operator*=(const ::Vector3& vector3) {
|
||
|
set(Vector3Multiply(*this, vector3));
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Multiply vector by scalar
|
||
|
*/
|
||
|
inline Vector3 Scale(const float scaler) const {
|
||
|
return Vector3Scale(*this, scaler);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Multiply vector by scalar
|
||
|
*/
|
||
|
inline Vector3 operator*(const float scaler) const {
|
||
|
return Vector3Scale(*this, scaler);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Multiply vector by scalar
|
||
|
*/
|
||
|
Vector3& operator*=(const float scaler) {
|
||
|
set(Vector3Scale(*this, scaler));
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Divide vector by vector
|
||
|
*/
|
||
|
inline Vector3 Divide(const ::Vector3& vector3) const {
|
||
|
return Vector3Divide(*this, vector3);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Divide vector by vector
|
||
|
*/
|
||
|
inline Vector3 operator/(const ::Vector3& vector3) const {
|
||
|
return Vector3Divide(*this, vector3);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Divide vector by vector
|
||
|
*/
|
||
|
Vector3& operator/=(const ::Vector3& vector3) {
|
||
|
x /= vector3.x;
|
||
|
y /= vector3.y;
|
||
|
z /= vector3.z;
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Divide a vector by a value.
|
||
|
*/
|
||
|
inline Vector3 Divide(const float div) const {
|
||
|
return ::Vector3{x / div, y / div, z / div};
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Divide a vector by a value.
|
||
|
*/
|
||
|
inline Vector3 operator/(const float div) const {
|
||
|
return Divide(div);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Divide a vector by a value.
|
||
|
*/
|
||
|
Vector3& operator/=(const float div) {
|
||
|
x /= div;
|
||
|
y /= div;
|
||
|
z /= div;
|
||
|
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Calculate vector length
|
||
|
*/
|
||
|
inline float Length() const {
|
||
|
return Vector3Length(*this);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Normalize() const {
|
||
|
return Vector3Normalize(*this);
|
||
|
}
|
||
|
|
||
|
inline float DotProduct(const ::Vector3& vector3) const {
|
||
|
return Vector3DotProduct(*this, vector3);
|
||
|
}
|
||
|
|
||
|
inline float Distance(const ::Vector3& vector3) const {
|
||
|
return Vector3Distance(*this, vector3);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Lerp(const ::Vector3& vector3, const float amount) const {
|
||
|
return Vector3Lerp(*this, vector3, amount);
|
||
|
}
|
||
|
|
||
|
inline Vector3 CrossProduct(const ::Vector3& vector3) const {
|
||
|
return Vector3CrossProduct(*this, vector3);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Perpendicular() const {
|
||
|
return Vector3Perpendicular(*this);
|
||
|
}
|
||
|
|
||
|
inline void OrthoNormalize(::Vector3* vector3) {
|
||
|
Vector3OrthoNormalize(this, vector3);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Transform(const ::Matrix& matrix) const {
|
||
|
return Vector3Transform(*this, matrix);
|
||
|
}
|
||
|
|
||
|
inline Vector3 RotateByQuaternion(const ::Quaternion& quaternion) const {
|
||
|
return Vector3RotateByQuaternion(*this, quaternion);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Reflect(const ::Vector3& normal) const {
|
||
|
return Vector3Reflect(*this, normal);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Min(const ::Vector3& vector3) const {
|
||
|
return Vector3Min(*this, vector3);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Max(const ::Vector3& vector3) const {
|
||
|
return Vector3Max(*this, vector3);
|
||
|
}
|
||
|
|
||
|
inline Vector3 Barycenter(const ::Vector3& a, const ::Vector3& b, const ::Vector3& c) const {
|
||
|
return Vector3Barycenter(*this, a, b, c);
|
||
|
}
|
||
|
|
||
|
static inline Vector3 Zero() {
|
||
|
return Vector3Zero();
|
||
|
}
|
||
|
|
||
|
static inline Vector3 One() {
|
||
|
return Vector3One();
|
||
|
}
|
||
|
#endif
|
||
|
|
||
|
inline void DrawLine3D(const ::Vector3& endPos, ::Color color) const {
|
||
|
::DrawLine3D(*this, endPos, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawPoint3D(::Color color) const {
|
||
|
::DrawPoint3D(*this, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawCircle3D(
|
||
|
float radius,
|
||
|
const ::Vector3& rotationAxis,
|
||
|
float rotationAngle,
|
||
|
Color color) const {
|
||
|
::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawCube(float width, float height, float length, ::Color color) const {
|
||
|
::DrawCube(*this, width, height, length, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawCube(const ::Vector3& size, ::Color color) const {
|
||
|
::DrawCubeV(*this, size, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawCubeWires(float width, float height, float length, ::Color color) const {
|
||
|
::DrawCubeWires(*this, width, height, length, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawCubeWires(const ::Vector3& size, ::Color color) const {
|
||
|
::DrawCubeWiresV(*this, size, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawSphere(float radius, ::Color color) const {
|
||
|
::DrawSphere(*this, radius, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawSphere(float radius, int rings, int slices, ::Color color) const {
|
||
|
::DrawSphereEx(*this, radius, rings, slices, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawSphereWires(float radius, int rings, int slices, ::Color color) const {
|
||
|
::DrawSphereWires(*this, radius, rings, slices, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawCylinder(float radiusTop, float radiusBottom, float height,
|
||
|
int slices, ::Color color) const {
|
||
|
::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawCylinderWires(float radiusTop, float radiusBottom, float height,
|
||
|
int slices, ::Color color) const {
|
||
|
::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color);
|
||
|
}
|
||
|
|
||
|
inline void DrawPlane(const ::Vector2& size, ::Color color) const {
|
||
|
::DrawPlane(*this, size, color);
|
||
|
}
|
||
|
|
||
|
/**
|
||
|
* Detect collision between two spheres
|
||
|
*/
|
||
|
inline bool CheckCollision(float radius1, const ::Vector3& center2, float radius2) const {
|
||
|
return CheckCollisionSpheres(*this, radius1, center2, radius2);
|
||
|
}
|
||
|
|
||
|
protected:
|
||
|
void set(const ::Vector3& vec) {
|
||
|
x = vec.x;
|
||
|
y = vec.y;
|
||
|
z = vec.z;
|
||
|
}
|
||
|
};
|
||
|
} // namespace raylib
|
||
|
|
||
|
using RVector3 = raylib::Vector3;
|
||
|
|
||
|
#endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
|