/* * Copyright (c) 2020, Stephan Unverwerth * All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright notice, this * list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright notice, * this list of conditions and the following disclaimer in the documentation * and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE * FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL * DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER * CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, * OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #pragma once #include namespace Gfx { template class Vector3 { public: Vector3() = default; Vector3(T x, T y, T z) : m_x(x) , m_y(y) , m_z(z) { } T x() const { return m_x; } T y() const { return m_y; } T z() const { return m_z; } void set_x(T value) { m_x = value; } void set_y(T value) { m_y = value; } void set_z(T value) { m_z = value; } Vector3 operator+(const Vector3& other) const { return Vector3(m_x + other.m_x, m_y + other.m_y, m_z + other.m_z); } Vector3 operator-(const Vector3& other) const { return Vector3(m_x - other.m_x, m_y - other.m_y, m_z - other.m_z); } Vector3 operator*(T f) const { return Vector3(m_x * f, m_y * f, m_z * f); } Vector3 operator/(T f) const { return Vector3(m_x / f, m_y / f, m_z / f); } T dot(const Vector3& other) const { return m_x * other.m_x + m_y * other.m_y + m_z * other.m_z; } Vector3 cross(const Vector3& other) const { return Vector3( m_y * other.m_z - m_z * other.m_y, m_z * other.m_x - m_x * other.m_z, m_x * other.m_y - m_y * other.m_x); } Vector3 normalized() const { T inv_length = 1 / length(); return *this * inv_length; } Vector3 clamped(T m, T x) const { Vector3 copy { *this }; copy.clamp(m, x); return copy; } void clamp(T min_value, T max_value) { m_x = max(min_value, m_x); m_y = max(min_value, m_y); m_z = max(min_value, m_z); m_x = min(max_value, m_x); m_y = min(max_value, m_y); m_z = min(max_value, m_z); } void normalize() { T inv_length = 1 / length(); m_x *= inv_length; m_y *= inv_length; m_z *= inv_length; } T length() const { return sqrt(m_x * m_x + m_y * m_y + m_z * m_z); } private: T m_x; T m_y; T m_z; }; typedef Vector3 FloatVector3; typedef Vector3 DoubleVector3; } using Gfx::DoubleVector3; using Gfx::FloatVector3; using Gfx::Vector3;