// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved. #include "Vector2.h" #include "Vector3.h" #include "Vector4.h" #include "Color.h" #include "Quaternion.h" #include "Matrix.h" #include "Int3.h" #include "../Types/String.h" static_assert(sizeof(Vector3) == 12, "Invalid Vector3 type size."); const Vector3 Vector3::Zero(0.0f); const Vector3 Vector3::One(1.0f); const Vector3 Vector3::Half(0.5f); const Vector3 Vector3::UnitX(1.0f, 0.0f, 0.0f); const Vector3 Vector3::UnitY(0.0f, 1.0f, 0.0f); const Vector3 Vector3::UnitZ(0.0f, 0.0f, 1.0f); const Vector3 Vector3::Up(0.0f, 1.0f, 0.0f); const Vector3 Vector3::Down(0.0f, -1.0f, 0.0f); const Vector3 Vector3::Left(-1.0f, 0.0f, 0.0f); const Vector3 Vector3::Right(1.0f, 0.0f, 0.0f); const Vector3 Vector3::Forward(0.0f, 0.0f, 1.0f); const Vector3 Vector3::Backward(0.0f, 0.0f, -1.0f); const Vector3 Vector3::Minimum(MIN_float); const Vector3 Vector3::Maximum(MAX_float); Vector3::Vector3(const Vector2& xy, float z) : X(xy.X) , Y(xy.Y) , Z(z) { } Vector3::Vector3(const Vector2& xy) : X(xy.X) , Y(xy.Y) , Z(0) { } Vector3::Vector3(const Int3& xyz) : X((float)xyz.X) , Y((float)xyz.Y) , Z((float)xyz.Z) { } Vector3::Vector3(const Vector4& xyz) : X(xyz.X) , Y(xyz.Y) , Z(xyz.Z) { } Vector3::Vector3(const Color& color) : X(color.R) , Y(color.G) , Z(color.B) { } String Vector3::ToString() const { return String::Format(TEXT("{}"), *this); } void Vector3::UnwindEuler() { X = Math::UnwindDegrees(X); Y = Math::UnwindDegrees(Y); Z = Math::UnwindDegrees(Z); } Vector3 Vector3::Floor(const Vector3& v) { return Vector3( Math::Floor(v.X), Math::Floor(v.Y), Math::Floor(v.Z) ); } Vector3 Vector3::Frac(const Vector3& v) { return Vector3( v.X - (int32)v.X, v.Y - (int32)v.Y, v.Z - (int32)v.Z ); } Vector3 Vector3::Clamp(const Vector3& value, const Vector3& min, const Vector3& max) { float x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; float y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; float z = value.Z; z = z > max.Z ? max.Z : z; z = z < min.Z ? min.Z : z; return Vector3(x, y, z); } void Vector3::Clamp(const Vector3& value, const Vector3& min, const Vector3& max, Vector3& result) { float x = value.X; x = x > max.X ? max.X : x; x = x < min.X ? min.X : x; float y = value.Y; y = y > max.Y ? max.Y : y; y = y < min.Y ? min.Y : y; float z = value.Z; z = z > max.Z ? max.Z : z; z = z < min.Z ? min.Z : z; result = Vector3(x, y, z); } float Vector3::Distance(const Vector3& value1, const Vector3& value2) { const float x = value1.X - value2.X; const float y = value1.Y - value2.Y; const float z = value1.Z - value2.Z; return Math::Sqrt(x * x + y * y + z * z); } float Vector3::DistanceSquared(const Vector3& value1, const Vector3& value2) { const float x = value1.X - value2.X; const float y = value1.Y - value2.Y; const float z = value1.Z - value2.Z; return x * x + y * y + z * z; } Vector3 Vector3::Normalize(const Vector3& input) { Vector3 output = input; const float length = input.Length(); if (!Math::IsZero(length)) { const float inv = 1.0f / length; output.X *= inv; output.Y *= inv; output.Z *= inv; } return output; } void Vector3::Normalize(const Vector3& input, Vector3& result) { result = input; const float length = input.Length(); if (!Math::IsZero(length)) { const float inv = 1.0f / length; result.X *= inv; result.Y *= inv; result.Z *= inv; } } void Vector3::Hermite(const Vector3& value1, const Vector3& tangent1, const Vector3& value2, const Vector3& tangent2, float amount, Vector3& result) { const float squared = amount * amount; const float cubed = amount * squared; const float part1 = 2.0f * cubed - 3.0f * squared + 1.0f; const float part2 = -2.0f * cubed + 3.0f * squared; const float part3 = cubed - 2.0f * squared + amount; const float part4 = cubed - squared; result.X = value1.X * part1 + value2.X * part2 + tangent1.X * part3 + tangent2.X * part4; result.Y = value1.Y * part1 + value2.Y * part2 + tangent1.Y * part3 + tangent2.Y * part4; result.Z = value1.Z * part1 + value2.Z * part2 + tangent1.Z * part3 + tangent2.Z * part4; } void Vector3::Reflect(const Vector3& vector, const Vector3& normal, Vector3& result) { const float dot = vector.X * normal.X + vector.Y * normal.Y + vector.Z * normal.Z; result.X = vector.X - 2.0f * dot * normal.X; result.Y = vector.Y - 2.0f * dot * normal.Y; result.Z = vector.Z - 2.0f * dot * normal.Z; } void Vector3::Transform(const Vector3& vector, const Quaternion& rotation, Vector3& result) { const float x = rotation.X + rotation.X; const float y = rotation.Y + rotation.Y; const float z = rotation.Z + rotation.Z; const float wx = rotation.W * x; const float wy = rotation.W * y; const float wz = rotation.W * z; const float xx = rotation.X * x; const float xy = rotation.X * y; const float xz = rotation.X * z; const float yy = rotation.Y * y; const float yz = rotation.Y * z; const float zz = rotation.Z * z; result = Vector3( vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy), vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx), vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy)); } Vector3 Vector3::Transform(const Vector3& vector, const Quaternion& rotation) { const float x = rotation.X + rotation.X; const float y = rotation.Y + rotation.Y; const float z = rotation.Z + rotation.Z; const float wx = rotation.W * x; const float wy = rotation.W * y; const float wz = rotation.W * z; const float xx = rotation.X * x; const float xy = rotation.X * y; const float xz = rotation.X * z; const float yy = rotation.Y * y; const float yz = rotation.Y * z; const float zz = rotation.Z * z; return Vector3( vector.X * (1.0f - yy - zz) + vector.Y * (xy - wz) + vector.Z * (xz + wy), vector.X * (xy + wz) + vector.Y * (1.0f - xx - zz) + vector.Z * (yz - wx), vector.X * (xz - wy) + vector.Y * (yz + wx) + vector.Z * (1.0f - xx - yy)); } void Vector3::Transform(const Vector3& vector, const Matrix& transform, Vector4& result) { result = Vector4( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43, vector.X * transform.M14 + vector.Y * transform.M24 + vector.Z * transform.M34 + transform.M44); } void Vector3::Transform(const Vector3& vector, const Matrix& transform, Vector3& result) { result = Vector3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43); } void Vector3::Transform(const Vector3* vectors, const Matrix& transform, Vector3* results, int32 vectorsCount) { for (int32 i = 0; i < vectorsCount; i++) { Transform(vectors[i], transform, results[i]); } } Vector3 Vector3::Transform(const Vector3& vector, const Matrix& transform) { return Vector3( vector.X * transform.M11 + vector.Y * transform.M21 + vector.Z * transform.M31 + transform.M41, vector.X * transform.M12 + vector.Y * transform.M22 + vector.Z * transform.M32 + transform.M42, vector.X * transform.M13 + vector.Y * transform.M23 + vector.Z * transform.M33 + transform.M43); } void Vector3::TransformCoordinate(const Vector3& coordinate, const Matrix& transform, Vector3& result) { Vector4 vector; vector.X = coordinate.X * transform.M11 + coordinate.Y * transform.M21 + coordinate.Z * transform.M31 + transform.M41; vector.Y = coordinate.X * transform.M12 + coordinate.Y * transform.M22 + coordinate.Z * transform.M32 + transform.M42; vector.Z = coordinate.X * transform.M13 + coordinate.Y * transform.M23 + coordinate.Z * transform.M33 + transform.M43; vector.W = 1.0f / (coordinate.X * transform.M14 + coordinate.Y * transform.M24 + coordinate.Z * transform.M34 + transform.M44); result = Vector3(vector.X * vector.W, vector.Y * vector.W, vector.Z * vector.W); } void Vector3::TransformNormal(const Vector3& normal, const Matrix& transform, Vector3& result) { result = Vector3( normal.X * transform.M11 + normal.Y * transform.M21 + normal.Z * transform.M31, normal.X * transform.M12 + normal.Y * transform.M22 + normal.Z * transform.M32, normal.X * transform.M13 + normal.Y * transform.M23 + normal.Z * transform.M33); } Vector3 Vector3::Project(const Vector3& vector, const Vector3& onNormal) { const float sqrMag = Dot(onNormal, onNormal); if (sqrMag < ZeroTolerance) return Zero; return onNormal * Dot(vector, onNormal) / sqrMag; } void Vector3::Project(const Vector3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Vector3& result) { Vector3 v; TransformCoordinate(vector, worldViewProjection, v); result = Vector3((1.0f + v.X) * 0.5f * width + x, (1.0f - v.Y) * 0.5f * height + y, v.Z * (maxZ - minZ) + minZ); } void Vector3::Unproject(const Vector3& vector, float x, float y, float width, float height, float minZ, float maxZ, const Matrix& worldViewProjection, Vector3& result) { Matrix matrix; Matrix::Invert(worldViewProjection, matrix); const Vector3 v = Vector3((vector.X - x) / width * 2.0f - 1.0f, -((vector.Y - y) / height * 2.0f - 1.0f), (vector.Z - minZ) / (maxZ - minZ)); TransformCoordinate(v, matrix, result); } void Vector3::CreateOrthonormalBasis(Vector3& xAxis, Vector3& yAxis, Vector3& zAxis) { xAxis -= (xAxis | zAxis) / (zAxis | zAxis) * zAxis; yAxis -= (yAxis | zAxis) / (zAxis | zAxis) * zAxis; if (xAxis.LengthSquared() < ZeroTolerance) xAxis = yAxis ^ zAxis; if (yAxis.LengthSquared() < ZeroTolerance) yAxis = xAxis ^ zAxis; xAxis.Normalize(); yAxis.Normalize(); zAxis.Normalize(); } void Vector3::FindBestAxisVectors(Vector3& firstAxis, Vector3& secondAxis) const { const float absX = Math::Abs(X); const float absY = Math::Abs(Y); const float absZ = Math::Abs(Z); if (absZ > absX && absZ > absY) firstAxis = Vector3(1, 0, 0); else firstAxis = Vector3(0, 0, 1); firstAxis = (firstAxis - *this * (firstAxis | *this)).GetNormalized(); secondAxis = firstAxis ^ *this; } float Vector3::TriangleArea(const Vector3& v0, const Vector3& v1, const Vector3& v2) { return (v2 - v0 ^ v1 - v0).Length() * 0.5f; }