raylib-cpp-template/include/Vector3.hpp
Jonathan Moallem 85f1dd7a1e Initial commit
2020-11-19 14:55:38 +11:00

330 lines
8.4 KiB
C++

/*
* LICENSE: zlib/libpng
*
* raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software:
*
* Copyright (c) 2020 Rob Loach (@RobLoach)
*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*/
#ifndef RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
#define RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
#ifndef RAYLIB_CPP_NO_MATH
#include <cmath>
#endif
#include "./raylib.hpp"
#include "./raymath.hpp"
#include "./raylib-cpp-utils.hpp"
namespace raylib {
class Vector3 : public ::Vector3 {
public:
Vector3(::Vector3 vec) {
set(vec);
}
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) {
return x == other.x
&& y == other.y
&& z == other.z;
}
#ifndef RAYLIB_CPP_NO_MATH
Vector3 Add(const Vector3& vector3) {
return Vector3Add(*this, vector3);
}
Vector3 operator+(const Vector3& vector3) {
return Vector3Add(*this, vector3);
}
Vector3 Subtract(const Vector3& vector3) {
return Vector3Subtract(*this, vector3);
}
Vector3 operator-(const Vector3& vector3) {
return Vector3Subtract(*this, vector3);
}
Vector3 Negate() {
return Vector3Negate(*this);
}
Vector3 operator-() {
return Vector3Negate(*this);
}
Vector3 Multiply(const Vector3& vector3) {
return Vector3Multiply(*this, vector3);
}
Vector3 operator*(const Vector3& vector3) {
return Vector3Multiply(*this, vector3);
}
Vector3 Scale(const float scale) {
return Vector3Scale(*this, scale);
}
Vector3 operator*(const float scale) {
return Vector3Scale(*this, scale);
}
Vector3 Divide(const Vector3& vector3) {
return Vector3Divide(*this, vector3);
}
Vector3 operator/(const Vector3& vector3) {
return Vector3Divide(*this, vector3);
}
Vector3& Divide(const float div) {
x /= div;
y /= div;
z /= div;
return *this;
}
Vector3 operator/(const float div) {
return Divide(div);
}
Vector3& operator+=(const Vector3& vector3) {
set(Vector3Add(*this, vector3));
return *this;
}
Vector3& operator-=(const Vector3& vector3) {
set(Vector3Subtract(*this, vector3));
return *this;
}
Vector3& operator*=(const Vector3& vector3) {
set(Vector3Multiply(*this, vector3));
return *this;
}
Vector3& operator*=(const float scale) {
set(Vector3Scale(*this, scale));
return *this;
}
Vector3& operator/=(const Vector3& vector3) {
x /= vector3.x;
y /= vector3.y;
z /= vector3.z;
return *this;
}
Vector3& operator/=(const float div) {
x /= div;
y /= div;
z /= div;
return *this;
}
float Length() const {
return Vector3Length(*this);
}
Vector3 Normalize() {
return Vector3Normalize(*this);
}
float DotProduct(const Vector3& vector3) {
return Vector3DotProduct(*this, vector3);
}
float Distance(const Vector3& vector3) {
return Vector3Distance(*this, vector3);
}
Vector3 Lerp(const Vector3& vector3, const float amount) {
return Vector3Lerp(*this, vector3, amount);
}
Vector3 CrossProduct(const Vector3& vector3) {
return Vector3CrossProduct(*this, vector3);
}
Vector3 Perpendicular() {
return Vector3Perpendicular(*this);
}
void OrthoNormalize(Vector3* vector3) {
return Vector3OrthoNormalize(this, vector3);
}
Vector3 Transform(const ::Matrix& matrix) {
return Vector3Transform(*this, matrix);
}
Vector3 RotateByQuaternion(Quaternion quaternion) {
return Vector3RotateByQuaternion(*this, quaternion);
}
Vector3 Reflect(const Vector3& normal) {
return Vector3Reflect(*this, normal);
}
Vector3 Min(const Vector3& vector3) {
return Vector3Min(*this, vector3);
}
Vector3 Max(const Vector3& vector3) {
return Vector3Max(*this, vector3);
}
Vector3 Barycenter(const Vector3& a, const Vector3& b, const Vector3& c) {
return Vector3Barycenter(*this, a, b, c);
}
static Vector3 Zero() {
return Vector3Zero();
}
static Vector3 One() {
return Vector3One();
}
#endif
inline Vector3& DrawLine3D(::Vector3 endPos, ::Color color) {
::DrawLine3D(*this, endPos, color);
return *this;
}
inline Vector3& DrawPoint3D(::Color color) {
::DrawPoint3D(*this, color);
return *this;
}
inline Vector3& DrawCircle3D(
float radius,
Vector3 rotationAxis,
float rotationAngle,
Color color) {
::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color);
return *this;
}
inline Vector3& DrawCube(float width, float height, float length, ::Color color) {
::DrawCube(*this, width, height, length, color);
return *this;
}
inline Vector3& DrawCube(::Vector3 size, ::Color color) {
::DrawCubeV(*this, size, color);
return *this;
}
inline Vector3& DrawCubeWires(float width, float height, float length, ::Color color) {
::DrawCubeWires(*this, width, height, length, color);
return *this;
}
inline Vector3& DrawCubeWires(::Vector3 size, ::Color color) {
::DrawCubeWiresV(*this, size, color);
return *this;
}
inline Vector3& DrawCubeTexture(
::Texture2D texture,
float width,
float height,
float length,
::Color color) {
::DrawCubeTexture(texture, *this, width, height, length, color);
return *this;
}
inline Vector3& DrawSphere(float radius, Color color) {
::DrawSphere(*this, radius, color);
return *this;
}
inline Vector3& DrawSphere(float radius, int rings, int slices, Color color) {
::DrawSphereEx(*this, radius, rings, slices, color);
return *this;
}
inline Vector3& DrawSphereWires(float radius, int rings, int slices, Color color) {
::DrawSphereWires(*this, radius, rings, slices, color);
return *this;
}
inline Vector3& DrawCylinder(float radiusTop, float radiusBottom, float height,
int slices, Color color) {
::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color);
return *this;
}
inline Vector3& DrawCylinderWires(float radiusTop, float radiusBottom, float height,
int slices, Color color) {
::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color);
return *this;
}
inline Vector3& DrawPlane(::Vector2 size, ::Color color) {
::DrawPlane(*this, size, color);
return *this;
}
inline Vector3& DrawGizmo() {
::DrawGizmo(*this);
return *this;
}
inline bool CheckCollision(float radiusA, Vector3 centerB, float radiusB) {
return CheckCollisionSpheres(*this, radiusA, centerB, radiusB);
}
protected:
inline void set(::Vector3 vec) {
x = vec.x;
y = vec.y;
z = vec.z;
}
};
} // namespace raylib
#endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_