ladybird/Libraries/LibGfx/Vector3.h

133 lines
3.5 KiB
C++

/*
* Copyright (c) 2020, Stephan Unverwerth <s.unverwerth@gmx.de>
* 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 <math.h>
namespace Gfx {
template<typename T>
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<float> FloatVector3;
typedef Vector3<double> DoubleVector3;
}
using Gfx::DoubleVector3;
using Gfx::FloatVector3;
using Gfx::Vector3;