330 lines
8.4 KiB
C++
330 lines
8.4 KiB
C++
/*
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* LICENSE: zlib/libpng
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*
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* raylib-cpp is licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software:
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*
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* Copyright (c) 2020 Rob Loach (@RobLoach)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*/
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#ifndef RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
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#define RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
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#ifndef RAYLIB_CPP_NO_MATH
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#include <cmath>
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#endif
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#include "./raylib.hpp"
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#include "./raymath.hpp"
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#include "./raylib-cpp-utils.hpp"
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namespace raylib {
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class Vector3 : public ::Vector3 {
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public:
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Vector3(::Vector3 vec) {
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set(vec);
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}
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Vector3(float x, float y, float z) : ::Vector3{x, y, z} {};
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Vector3(float x, float y) : ::Vector3{x, y, 0} {};
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Vector3(float x) : ::Vector3{x, 0, 0} {};
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Vector3() {};
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Vector3(::Color color) {
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set(ColorToHSV(color));
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}
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GETTERSETTER(float, X, x)
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GETTERSETTER(float, Y, y)
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GETTERSETTER(float, Z, z)
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Vector3& operator=(const ::Vector3& vector3) {
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set(vector3);
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return *this;
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}
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bool operator==(const ::Vector3& other) {
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return x == other.x
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&& y == other.y
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&& z == other.z;
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}
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#ifndef RAYLIB_CPP_NO_MATH
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Vector3 Add(const Vector3& vector3) {
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return Vector3Add(*this, vector3);
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}
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Vector3 operator+(const Vector3& vector3) {
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return Vector3Add(*this, vector3);
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}
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Vector3 Subtract(const Vector3& vector3) {
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return Vector3Subtract(*this, vector3);
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}
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Vector3 operator-(const Vector3& vector3) {
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return Vector3Subtract(*this, vector3);
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}
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Vector3 Negate() {
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return Vector3Negate(*this);
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}
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Vector3 operator-() {
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return Vector3Negate(*this);
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}
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Vector3 Multiply(const Vector3& vector3) {
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return Vector3Multiply(*this, vector3);
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}
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Vector3 operator*(const Vector3& vector3) {
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return Vector3Multiply(*this, vector3);
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}
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Vector3 Scale(const float scale) {
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return Vector3Scale(*this, scale);
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}
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Vector3 operator*(const float scale) {
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return Vector3Scale(*this, scale);
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}
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Vector3 Divide(const Vector3& vector3) {
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return Vector3Divide(*this, vector3);
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}
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Vector3 operator/(const Vector3& vector3) {
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return Vector3Divide(*this, vector3);
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}
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Vector3& Divide(const float div) {
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x /= div;
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y /= div;
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z /= div;
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return *this;
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}
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Vector3 operator/(const float div) {
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return Divide(div);
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}
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Vector3& operator+=(const Vector3& vector3) {
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set(Vector3Add(*this, vector3));
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return *this;
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}
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Vector3& operator-=(const Vector3& vector3) {
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set(Vector3Subtract(*this, vector3));
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return *this;
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}
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Vector3& operator*=(const Vector3& vector3) {
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set(Vector3Multiply(*this, vector3));
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return *this;
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}
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Vector3& operator*=(const float scale) {
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set(Vector3Scale(*this, scale));
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return *this;
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}
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Vector3& operator/=(const Vector3& vector3) {
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x /= vector3.x;
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y /= vector3.y;
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z /= vector3.z;
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return *this;
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}
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Vector3& operator/=(const float div) {
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x /= div;
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y /= div;
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z /= div;
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return *this;
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}
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float Length() const {
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return Vector3Length(*this);
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}
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Vector3 Normalize() {
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return Vector3Normalize(*this);
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}
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float DotProduct(const Vector3& vector3) {
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return Vector3DotProduct(*this, vector3);
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}
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float Distance(const Vector3& vector3) {
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return Vector3Distance(*this, vector3);
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}
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Vector3 Lerp(const Vector3& vector3, const float amount) {
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return Vector3Lerp(*this, vector3, amount);
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}
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Vector3 CrossProduct(const Vector3& vector3) {
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return Vector3CrossProduct(*this, vector3);
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}
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Vector3 Perpendicular() {
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return Vector3Perpendicular(*this);
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}
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void OrthoNormalize(Vector3* vector3) {
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return Vector3OrthoNormalize(this, vector3);
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}
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Vector3 Transform(const ::Matrix& matrix) {
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return Vector3Transform(*this, matrix);
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}
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Vector3 RotateByQuaternion(Quaternion quaternion) {
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return Vector3RotateByQuaternion(*this, quaternion);
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}
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Vector3 Reflect(const Vector3& normal) {
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return Vector3Reflect(*this, normal);
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}
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Vector3 Min(const Vector3& vector3) {
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return Vector3Min(*this, vector3);
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}
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Vector3 Max(const Vector3& vector3) {
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return Vector3Max(*this, vector3);
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}
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Vector3 Barycenter(const Vector3& a, const Vector3& b, const Vector3& c) {
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return Vector3Barycenter(*this, a, b, c);
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}
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static Vector3 Zero() {
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return Vector3Zero();
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}
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static Vector3 One() {
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return Vector3One();
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}
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#endif
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inline Vector3& DrawLine3D(::Vector3 endPos, ::Color color) {
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::DrawLine3D(*this, endPos, color);
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return *this;
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}
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inline Vector3& DrawPoint3D(::Color color) {
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::DrawPoint3D(*this, color);
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return *this;
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}
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inline Vector3& DrawCircle3D(
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float radius,
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Vector3 rotationAxis,
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float rotationAngle,
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Color color) {
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::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color);
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return *this;
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}
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inline Vector3& DrawCube(float width, float height, float length, ::Color color) {
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::DrawCube(*this, width, height, length, color);
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return *this;
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}
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inline Vector3& DrawCube(::Vector3 size, ::Color color) {
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::DrawCubeV(*this, size, color);
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return *this;
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}
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inline Vector3& DrawCubeWires(float width, float height, float length, ::Color color) {
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::DrawCubeWires(*this, width, height, length, color);
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return *this;
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}
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inline Vector3& DrawCubeWires(::Vector3 size, ::Color color) {
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::DrawCubeWiresV(*this, size, color);
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return *this;
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}
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inline Vector3& DrawCubeTexture(
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::Texture2D texture,
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float width,
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float height,
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float length,
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::Color color) {
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::DrawCubeTexture(texture, *this, width, height, length, color);
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return *this;
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}
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inline Vector3& DrawSphere(float radius, Color color) {
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::DrawSphere(*this, radius, color);
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return *this;
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}
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inline Vector3& DrawSphere(float radius, int rings, int slices, Color color) {
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::DrawSphereEx(*this, radius, rings, slices, color);
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return *this;
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}
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inline Vector3& DrawSphereWires(float radius, int rings, int slices, Color color) {
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::DrawSphereWires(*this, radius, rings, slices, color);
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return *this;
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}
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inline Vector3& DrawCylinder(float radiusTop, float radiusBottom, float height,
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int slices, Color color) {
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::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color);
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return *this;
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}
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inline Vector3& DrawCylinderWires(float radiusTop, float radiusBottom, float height,
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int slices, Color color) {
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::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color);
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return *this;
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}
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inline Vector3& DrawPlane(::Vector2 size, ::Color color) {
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::DrawPlane(*this, size, color);
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return *this;
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}
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inline Vector3& DrawGizmo() {
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::DrawGizmo(*this);
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return *this;
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}
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inline bool CheckCollision(float radiusA, Vector3 centerB, float radiusB) {
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return CheckCollisionSpheres(*this, radiusA, centerB, radiusB);
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}
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protected:
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inline void set(::Vector3 vec) {
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x = vec.x;
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y = vec.y;
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z = vec.z;
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}
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};
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} // namespace raylib
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#endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_
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