412 lines
8.9 KiB
C++
412 lines
8.9 KiB
C++
// Copyright (c) 2012-2022 Wojciech Figat. All rights reserved.
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#pragma once
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#include "Math.h"
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#include "Engine/Core/Formatting.h"
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#include "Engine/Core/Templates.h"
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/// <summary>
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/// Three-components vector (32 bit integer type).
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/// </summary>
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API_STRUCT() struct FLAXENGINE_API Int3
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{
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DECLARE_SCRIPTING_TYPE_MINIMAL(Int3);
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public:
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union
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{
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struct
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{
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/// <summary>
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/// The X component.
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/// </summary>
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API_FIELD() int32 X;
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/// <summary>
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/// The Y component.
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/// </summary>
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API_FIELD() int32 Y;
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/// <summary>
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/// The Z component.
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/// </summary>
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API_FIELD() int32 Z;
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};
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// Raw values
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int32 Raw[3];
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};
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public:
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// Vector with all components equal 0
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static const Int3 Zero;
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// Vector with all components equal 1
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static const Int3 One;
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// A minimum Int3
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static const Int3 Minimum;
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// A maximum Int3
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static const Int3 Maximum;
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public:
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/// <summary>
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/// Empty constructor.
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/// </summary>
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Int3()
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{
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}
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// Init
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// @param xy Value to assign to the all components
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Int3(int32 xyz)
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: X(xyz)
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, Y(xyz)
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, Z(xyz)
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{
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}
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// Init
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// @param x X component value
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// @param y Y component value
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// @param z Z component value
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Int3(int32 x, int32 y, int32 z)
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: X(x)
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, Y(y)
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, Z(z)
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{
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}
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// Init
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// @param v Int2 to use X and Y components
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// @param z Z component value
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Int3(const Int2& xy, int32 z);
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// Init
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// @param v Int4 to use X and Y components
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Int3(const Int4& xyzw);
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// Init
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// @param v Vector2 to use X and Y components
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// @param z Z component value
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explicit Int3(const Vector2& xy, int32 z);
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// Init
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// @param v Vector3 to use X, Y and Z components
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explicit Int3(const Vector3& xyz);
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// Init
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// @param v Vector4 to use X and Y components
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explicit Int3(const Vector4& xyzw);
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public:
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String ToString() const;
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public:
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// Arithmetic operators with Int2
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Int3 operator+(const Int3& b) const
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{
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return Add(*this, b);
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}
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Int3 operator-(const Int3& b) const
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{
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return Subtract(*this, b);
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}
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Int3 operator*(const Int3& b) const
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{
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return Multiply(*this, b);
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}
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Int3 operator/(const Int3& b) const
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{
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return Divide(*this, b);
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}
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Int3 operator-() const
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{
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return Int3(-X, -Y, -Z);
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}
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// op= operators with Int2
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Int3& operator+=(const Int3& b)
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{
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*this = Add(*this, b);
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return *this;
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}
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Int3& operator-=(const Int3& b)
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{
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*this = Subtract(*this, b);
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return *this;
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}
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Int3& operator*=(const Int3& b)
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{
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*this = Multiply(*this, b);
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return *this;
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}
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Int3& operator/=(const Int3& b)
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{
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*this = Divide(*this, b);
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return *this;
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}
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// Arithmetic operators with int32
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Int3 operator+(int32 b) const
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{
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return Add(*this, b);
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}
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Int3 operator-(int32 b) const
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{
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return Subtract(*this, b);
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}
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Int3 operator*(int32 b) const
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{
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return Multiply(*this, b);
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}
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Int3 operator/(int32 b) const
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{
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return Divide(*this, b);
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}
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// op= operators with int32
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Int3& operator+=(int32 b)
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{
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*this = Add(*this, b);
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return *this;
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}
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Int3& operator-=(int32 b)
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{
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*this = Subtract(*this, b);
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return *this;
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}
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Int3& operator*=(int32 b)
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{
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*this = Multiply(*this, b);
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return *this;
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}
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Int3& operator/=(int32 b)
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{
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*this = Divide(*this, b);
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return *this;
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}
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// Comparison operators
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bool operator==(const Int3& b) const
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{
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return X == b.X && Y == b.Y;
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}
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bool operator!=(const Int3& b) const
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{
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return X != b.X || Y != b.Y;
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}
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bool operator>(const Int3& b) const
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{
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return X > b.X && Y > b.Y;
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}
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bool operator>=(const Int3& b) const
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{
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return X >= b.X && Y >= b.Y;
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}
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bool operator<(const Int3& b) const
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{
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return X < b.X && Y < b.Y;
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}
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bool operator<=(const Int3& b) const
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{
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return X <= b.X && Y <= b.Y;
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}
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public:
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static void Add(const Int3& a, const Int3& b, Int3& result)
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{
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result.X = a.X + b.X;
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result.Y = a.Y + b.Y;
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result.Z = a.Z + b.Z;
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}
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static Int3 Add(const Int3& a, const Int3& b)
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{
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Int3 result;
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Add(a, b, result);
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return result;
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}
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static void Subtract(const Int3& a, const Int3& b, Int3& result)
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{
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result.X = a.X - b.X;
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result.Y = a.Y - b.Y;
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result.Z = a.Z - b.Z;
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}
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static Int3 Subtract(const Int3& a, const Int3& b)
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{
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Int3 result;
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Subtract(a, b, result);
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return result;
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}
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static Int3 Multiply(const Int3& a, const Int3& b)
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{
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return Int3(a.X * b.X, a.Y * b.Y, a.Z * b.Z);
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}
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static Int3 Multiply(const Int3& a, int32 b)
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{
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return Int3(a.X * b, a.Y * b, a.Z * b);
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}
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static Int3 Divide(const Int3& a, const Int3& b)
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{
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return Int3(a.X / b.X, a.Y / b.Y, a.Z / b.Z);
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}
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static Int3 Divide(const Int3& a, int32 b)
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{
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return Int3(a.X / b, a.Y / b, a.Z / b);
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}
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public:
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/// <summary>
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/// Gets a value indicting whether this vector is zero.
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/// </summary>
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/// <returns> True if the vector is zero, otherwise false.</returns>
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bool IsZero() const
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{
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return X == 0 && Y == 0 && Z == 0;
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}
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/// <summary>
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/// Gets a value indicting whether any vector component is zero.
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/// </summary>
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/// <returns> True if a component is zero, otherwise false.</returns>
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bool IsAnyZero() const
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{
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return X == 0 || Y == 0 || Z == 0;
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}
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/// <summary>
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/// Gets a value indicting whether this vector is one.
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/// </summary>
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/// <returns> True if the vector is one, otherwise false.</returns>
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bool IsOne() const
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{
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return X == 1 && Y == 1 && Z == 1;
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}
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/// <summary>
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/// Calculates a vector with values being opposite to values of that vector
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/// </summary>
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/// <returns>Negative vector</returns>
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Int3 GetNegative() const
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{
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return Int3(-X, -Y, -Z);
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}
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/// <summary>
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/// Returns average arithmetic of all the components
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/// </summary>
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/// <returns>Average arithmetic of all the components</returns>
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float AverageArithmetic() const
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{
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return (X + Y + Z) / 3.0f;
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}
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/// <summary>
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/// Gets sum of all vector components values
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/// </summary>
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/// <returns>Sum of X, Y, Z and W</returns>
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int32 SumValues() const
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{
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return X + Y + Z;
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}
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/// <summary>
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/// Returns minimum value of all the components
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/// </summary>
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/// <returns>Minimum value</returns>
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int32 MinValue() const
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{
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return Math::Min(X, Y, Z);
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}
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/// <summary>
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/// Returns maximum value of all the components
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/// </summary>
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/// <returns>Maximum value</returns>
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int32 MaxValue() const
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{
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return Math::Max(X, Y, Z);
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}
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// Returns a vector containing the largest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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static Int3 Max(const Int3& a, const Int3& b)
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{
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return Int3(a.X > b.X ? a.X : b.X, a.Y > b.Y ? a.Y : b.Y, a.Z > b.Z ? a.Z : b.Z);
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}
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// Returns a vector containing the smallest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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static Int3 Min(const Int3& a, const Int3& b)
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{
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return Int3(a.X < b.X ? a.X : b.X, a.Y < b.Y ? a.Y : b.Y, a.Z < b.Z ? a.Z : b.Z);
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}
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// Returns a vector containing the largest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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// @param result When the method completes, contains an new vector composed of the largest components of the source vectors
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static void Max(const Int3& a, const Int3& b, Int3& result)
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{
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result = Int3(a.X > b.X ? a.X : b.X, a.Y > b.Y ? a.Y : b.Y, a.Z > b.Z ? a.Z : b.Z);
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}
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// Returns a vector containing the smallest components of the specified vectors
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// @param a The first source vector
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// @param b The second source vector
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// @param result When the method completes, contains an new vector composed of the smallest components of the source vectors
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static void Min(const Int3& a, const Int3& b, Int3 result)
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{
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result = Int3(a.X < b.X ? a.X : b.X, a.Y < b.Y ? a.Y : b.Y, a.Z < b.Z ? a.Z : b.Z);
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}
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};
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template<>
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struct TIsPODType<Int3>
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{
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enum { Value = true };
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};
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DEFINE_DEFAULT_FORMATTING(Int3, "X:{0} Y:{1} Z:{2}", v.X, v.Y, v.Z);
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