// ------------------------------------------------------------------------------------------------ #include "Base/Vector3.hpp" #include "Base/Vector4.hpp" #include "Base/Quaternion.hpp" #include "Base/DynArg.hpp" #include "Core/Buffer.hpp" #include "Core/Utility.hpp" #include "Library/Numeric/Random.hpp" // ------------------------------------------------------------------------------------------------ namespace SqMod { // ------------------------------------------------------------------------------------------------ #define STOVAL(v) static_cast< Vector3::Value >(v) // ------------------------------------------------------------------------------------------------ SQMOD_DECL_TYPENAME(Typename, _SC("Vector3")) // ------------------------------------------------------------------------------------------------ const Vector3 Vector3::NIL(STOVAL(0.0)); const Vector3 Vector3::MIN(std::numeric_limits< Vector3::Value >::min()); const Vector3 Vector3::MAX(std::numeric_limits< Vector3::Value >::max()); const Vector3 Vector3::LEFT(STOVAL(-1.0), STOVAL(0.0), STOVAL(0.0)); const Vector3 Vector3::RIGHT(STOVAL(1.0), STOVAL(0.0), STOVAL(0.0)); const Vector3 Vector3::UP(STOVAL(0.0), STOVAL(1.0), STOVAL(0.0)); const Vector3 Vector3::DOWN(STOVAL(0.0), STOVAL(-1.0), STOVAL(0.0)); const Vector3 Vector3::FORWARD(STOVAL(0.0), STOVAL(0.0), STOVAL(1.0)); const Vector3 Vector3::BACK(STOVAL(0.0), STOVAL(0.0), STOVAL(-1.0)); const Vector3 Vector3::ONE(STOVAL(1.0), STOVAL(1.0), STOVAL(1.0)); // ------------------------------------------------------------------------------------------------ SQChar Vector3::Delim = ','; // ------------------------------------------------------------------------------------------------ Vector3::Vector3(Value sv) noexcept : x(sv), y(sv), z(sv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3::Vector3(Value xv, Value yv, Value zv) noexcept : x(xv), y(yv), z(zv) { /* ... */ } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (Value s) { x = s; y = s; z = s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (const Vector4 & v) { x = v.x; y = v.y; z = v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator = (const Quaternion & q) { x = q.x; y = q.y; z = q.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator += (const Vector3 & v) { x += v.x; y += v.y; z += v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator -= (const Vector3 & v) { x -= v.x; y -= v.y; z -= v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator *= (const Vector3 & v) { x *= v.x; y *= v.y; z *= v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator /= (const Vector3 & v) { x /= v.x; y /= v.y; z /= v.z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator %= (const Vector3 & v) { x = fmodf(x, v.x); y = fmodf(y, v.y); z = fmodf(z, v.z); return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator += (Value s) { x += s; y += s; z += s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator -= (Value s) { x -= s; y -= s; z -= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator *= (Value s) { x *= s; y *= s; z *= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator /= (Value s) { x /= s; y /= s; z /= s; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator %= (Value s) { x = fmodf(x, s); y = fmodf(y, s); z = fmodf(z, s); return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator ++ () { ++x; ++y; ++z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::operator -- () { --x; --y; --z; return *this; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator ++ (int) // NOLINT(cert-dcl21-cpp) { Vector3 state(*this); ++x; ++y; ++z; return state; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator -- (int) // NOLINT(cert-dcl21-cpp) { Vector3 state(*this); --x; --y; --z; return state; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + (const Vector3 & v) const { return {x + v.x, y + v.y, z + v.z}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator - (const Vector3 & v) const { return {x - v.x, y - v.y, z - v.z}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator * (const Vector3 & v) const { return {x * v.x, y * v.y, z * v.z}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator / (const Vector3 & v) const { return {x / v.x, y / v.y, z / v.z}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator % (const Vector3 & v) const { return {fmodf(x, v.x), fmodf(y, v.y), fmodf(z, v.z)}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + (Value s) const { return {x + s, y + s, z + s}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator - (Value s) const { return {x - s, y - s, z - s}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator * (Value s) const { return {x * s, y * s, z * s}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator / (Value s) const { return {x / s, y / s, z / s}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator % (Value s) const { return {fmodf(x, s), fmodf(y, s), fmodf(z, s)}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator + () const { return {fabsf(x), fabsf(y), fabsf(z)}; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::operator - () const { return {-x, -y, -z}; } // ------------------------------------------------------------------------------------------------ bool Vector3::operator == (const Vector3 & v) const { return EpsEq(x, v.x) && EpsEq(y, v.y) && EpsEq(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator != (const Vector3 & v) const { return !EpsEq(x, v.x) || !EpsEq(y, v.y) || !EpsEq(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator < (const Vector3 & v) const { return EpsLt(x, v.x) && EpsLt(y, v.y) && EpsLt(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator > (const Vector3 & v) const { return EpsGt(x, v.x) && EpsGt(y, v.y) && EpsGt(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator <= (const Vector3 & v) const { return EpsLtEq(x, v.x) && EpsLtEq(y, v.y) && EpsLtEq(z, v.z); } // ------------------------------------------------------------------------------------------------ bool Vector3::operator >= (const Vector3 & v) const { return EpsGtEq(x, v.x) && EpsGtEq(y, v.y) && EpsGtEq(z, v.z); } // ------------------------------------------------------------------------------------------------ int32_t Vector3::Cmp(const Vector3 & o) const { if (*this == o) { return 0; } else if (*this > o) { return 1; } else { return -1; } } // ------------------------------------------------------------------------------------------------ String Vector3::ToString() const { return fmt::format("{},{},{}", x, y, z); } // ------------------------------------------------------------------------------------------------ void Vector3::SetScalar(Value ns) { x = ns; y = ns; z = ns; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector3(const Vector3 & v) { x = v.x; y = v.y; z = v.z; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector3Ex(Value nx, Value ny, Value nz) { x = nx; y = ny; z = nz; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector4(const Vector4 & v) { x = v.x; y = v.y; z = v.z; } // ------------------------------------------------------------------------------------------------ void Vector3::SetVector4Ex(Value nx, Value ny, Value nz, Value /*nw*/) { x = nx; y = ny; z = nz; } // ------------------------------------------------------------------------------------------------ void Vector3::SetQuaternion(const Quaternion & q) { SetQuaternionEx(q.x, q.y, q.z, q.w); } // ------------------------------------------------------------------------------------------------ void Vector3::SetQuaternionEx(Value qx, Value qy, Value qz, Value qw) { // Quick conversion to Euler angles to give tilt to user const Value sqx = (qx * qx), sqy = (qy * qy), sqz = (qz * qz), sqw = (qw * qw); y = asinf(STOVAL(2.0) * ((qw * qy) - (qx * qz))); if (EpsGt((SQMOD_PI * STOVAL(0.5)) - std::abs(y), STOVAL(1e-10))) { z = atan2f(STOVAL(2.0) * ((qx * qy) + (qw * qz)), sqx - sqy - sqz + sqw); x = atan2f(STOVAL(2.0) * ((qw * qx) + (qy * qz)), sqw - sqx - sqy + sqz); } else { // Compute heading from local 'down' vector z = atan2f((STOVAL(2.0) * qy * qz) - (STOVAL(2.0) * qx * qw), (STOVAL(2.0) * qx * qz) + (STOVAL(2.0) * qy * qw)); x = STOVAL(0.0); // If facing down, reverse yaw if (EpsLt(y, STOVAL(0.0))) { z -= SQMOD_PI; } } } // ------------------------------------------------------------------------------------------------ void Vector3::SetStr(SQChar delim, StackStrF & values) { SetVector3(Vector3::GetEx(delim, values)); } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::Generate() { x = GetRandomFloat32(); y = GetRandomFloat32(); z = GetRandomFloat32(); // Allow chaining return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::GenerateB(Value min, Value max) { if (EpsLt(max, min)) { STHROWF("max value is lower than min value"); } x = GetRandomFloat32(min, max); y = GetRandomFloat32(min, max); z = GetRandomFloat32(min, max); // Allow chaining return *this; } // ------------------------------------------------------------------------------------------------ Vector3 & Vector3::GenerateR(Value xmin, Value xmax, Value ymin, Value ymax, Value zmin, Value zmax) { if (EpsLt(xmax, xmin) || EpsLt(ymax, ymin) || EpsLt(zmax, zmin)) { STHROWF("max value is lower than min value"); } x = GetRandomFloat32(xmin, xmax); y = GetRandomFloat32(ymin, ymax); z = GetRandomFloat32(zmin, zmax); // Allow chaining return *this; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Abs() const { return {fabsf(x), fabsf(y), fabsf(z)}; } // ------------------------------------------------------------------------------------------------ bool Vector3::IsNaN() const { return isnanf(x) || isnanf(y) || isnanf(z); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetLength() const { return sqrtf((x * x) + (y * y) + (z * z)); } // ------------------------------------------------------------------------------------------------ void Vector3::SetLength(Value length) { Normalize(); // Assign the specified length *this *= length; } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetLengthSquared() const { return ((x * x) + (y * y) + (z * z)); } // ------------------------------------------------------------------------------------------------ void Vector3::SetLengthSquared(Value length) { Normalize(); // Assign the specified length *this *= sqrtf(length); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Normalized() const { const Value len_squared = GetLengthSquared(); if (!EpsEq(len_squared, STOVAL(1.0)) && EpsLt(len_squared, STOVAL(0.0))) { return (*this * (STOVAL(1.0) / sqrtf(len_squared))); } else { return *this; } } // ------------------------------------------------------------------------------------------------ void Vector3::Normalize() { const Value len_squared = GetLengthSquared(); if (!EpsEq(len_squared, STOVAL(1.0)) && EpsGt(len_squared, STOVAL(0.0))) { const Value inv_len = STOVAL(1.0) / sqrtf(len_squared); x *= inv_len; y *= inv_len; z *= inv_len; } } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::DotProduct(const Vector3 & vec) const { return ((x * vec.x) + (y * vec.y) + (z * vec.z)); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::AbsDotProduct(const Vector3 & vec) const { return (std::abs(x * vec.x) + std::abs(y * vec.y) + std::abs(z * vec.z)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::CrossProduct(const Vector3 & vec) const { return {(y * vec.z) - (z * vec.y), (z * vec.x) - (x * vec.z), (x * vec.y) - (y * vec.x)}; } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::Angle(const Vector3 & vec) const { return acosf(DotProduct(vec) / (GetLength() * vec.GetLength())); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetDistanceTo(const Vector3 & vec) const { return sqrtf(powf(x - vec.x, 2) + powf(y - vec.y, 2) + powf(z - vec.z, 2)); } // ------------------------------------------------------------------------------------------------ Vector3::Value Vector3::GetSquaredDistanceTo(const Vector3 & vec) const { return (powf(x - vec.x, 2) + powf(y - vec.y, 2) + powf(z - vec.z, 2)); } // ------------------------------------------------------------------------------------------------ bool Vector3::IsBetweenPoints(const Vector3 & begin, const Vector3 & end) const { const Value length = (end - begin).GetLengthSquared(); return EpsLtEq(GetSquaredDistanceTo(begin), length) && EpsLtEq(GetSquaredDistanceTo(end), length); } // ------------------------------------------------------------------------------------------------ void Vector3::Interpolate(const Vector3 & a, const Vector3 & b, Value d) { x = STOVAL(static_cast< double >(b.x) + ((a.x - b.x) * d)); y = STOVAL(static_cast< double >(b.y) + ((a.y - b.y) * d)); z = STOVAL(static_cast< double >(b.z) + ((a.z - b.z) * d)); } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Interpolated(const Vector3 & vec, Value d) const { const double inv = 1.0 - d; return { STOVAL((vec.x * inv) + (x * d)), STOVAL((vec.y * inv) + (y * d)), STOVAL((vec.z * inv) + (z * d)) }; } // ------------------------------------------------------------------------------------------------ Vector3 Vector3::Rotated(const Vector3 & axis, Value angle) const { const Vector3 o(axis * axis.DotProduct(*this)); return (o + ((*this - o) * cosf(angle)) + (axis.CrossProduct(*this) * sinf(angle))); } // ------------------------------------------------------------------------------------------------ void Vector3::CenterRotateXZBy(Value degrees, const Vector3 & center) { degrees *= SQMOD_DEGTORAD; const Value cs = cosf(degrees); const Value sn = sinf(degrees); x -= center.x; z -= center.z; x = static_cast< Value >((x * cs) - (z * sn)) + center.x; z = static_cast< Value >((x * sn) + (z * cs)) + center.z; } // ------------------------------------------------------------------------------------------------ void Vector3::CenterRotateXYBy(Value degrees, const Vector3 & center) { degrees *= SQMOD_DEGTORAD; const Value cs = cosf(degrees); const Value sn = sinf(degrees); x -= center.x; y -= center.y; x = static_cast< Value >((x * cs) - (y * sn)) + center.x; y = static_cast< Value >((x * sn) + (y * cs)) + center.y; } // ------------------------------------------------------------------------------------------------ void Vector3::CenterRotateYZBy(Value degrees, const Vector3 & center) { degrees *= SQMOD_DEGTORAD; const Value cs = cosf(degrees); const Value sn = sinf(degrees); z -= center.z; y -= center.y; y = static_cast< Value >((y * cs) - (z * sn)) + center.z; z = static_cast< Value >((y * sn) + (z * cs)) + center.y; } // ------------------------------------------------------------------------------------------------ String Vector3::Format(StackStrF & str) const { return fmt::format(str.ToStr() , fmt::arg("x", x) , fmt::arg("y", y) , fmt::arg("z", z) ); } // ------------------------------------------------------------------------------------------------ const Vector3 & Vector3::Get(StackStrF & str) { return Vector3::GetEx(Vector3::Delim, str); } // ------------------------------------------------------------------------------------------------ const Vector3 & Vector3::GetEx(SQChar delim, StackStrF & str) { static Vector3 vec; // Clear previous values, if any vec.Clear(); // Is the specified string empty? if (str.mLen <= 0) { return vec; // Return the value as is! } // The format specifications that will be used to scan the string SQChar fs[] = _SC(" %f , %f , %f "); // Assign the specified delimiter fs[4] = delim; fs[9] = delim; // Attempt to extract the component values from the specified string std::sscanf(str.mPtr, &fs[0], &vec.x, &vec.y, &vec.z); // Return the resulted value return vec; } // ================================================================================================ void Register_Vector3(HSQUIRRELVM vm) { typedef Vector3::Value Val; RootTable(vm).Bind(Typename::Str, Class< Vector3 >(vm, Typename::Str) // Constructors .Ctor() .Ctor< Val >() .Ctor< Val, Val, Val >() // Static variables .SetStaticValue(_SC("NIL"), &Vector3::NIL) .SetStaticValue(_SC("MIN"), &Vector3::MIN) .SetStaticValue(_SC("MAX"), &Vector3::MAX) .SetStaticValue(_SC("LEFT"), &Vector3::LEFT) .SetStaticValue(_SC("RIGHT"), &Vector3::RIGHT) .SetStaticValue(_SC("UP"), &Vector3::UP) .SetStaticValue(_SC("DOWN"), &Vector3::DOWN) .SetStaticValue(_SC("FORWARD"), &Vector3::FORWARD) .SetStaticValue(_SC("BACK"), &Vector3::BACK) .SetStaticValue(_SC("ONE"), &Vector3::ONE) // Member Variables .Var(_SC("x"), &Vector3::x) .Var(_SC("y"), &Vector3::y) .Var(_SC("z"), &Vector3::z) .Var(_SC("X"), &Vector3::x) .Var(_SC("Y"), &Vector3::y) .Var(_SC("Z"), &Vector3::z) // Core Meta-methods .SquirrelFunc(_SC("cmp"), &SqDynArgFwd< SqDynArgCmpFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >) .SquirrelFunc(_SC("_typename"), &Typename::Fn) .Func(_SC("_tostring"), &Vector3::ToString) // Meta-methods .SquirrelFunc(_SC("_add"), &SqDynArgFwd< SqDynArgAddFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >) .SquirrelFunc(_SC("_sub"), &SqDynArgFwd< SqDynArgSubFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >) .SquirrelFunc(_SC("_mul"), &SqDynArgFwd< SqDynArgMulFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >) .SquirrelFunc(_SC("_div"), &SqDynArgFwd< SqDynArgDivFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >) .SquirrelFunc(_SC("_modulo"), &SqDynArgFwd< SqDynArgModFn< Vector3 >, SQFloat, SQInteger, bool, std::nullptr_t, Vector3 >) .Func< Vector3 (Vector3::*)(void) const >(_SC("_unm"), &Vector3::operator -) // Properties .Prop(_SC("Abs"), &Vector3::Abs) .Prop(_SC("NaN"), &Vector3::IsNaN) .Prop(_SC("Length"), &Vector3::GetLength, &Vector3::SetLength) .Prop(_SC("LengthSq"), &Vector3::GetLengthSquared, &Vector3::SetLengthSquared) .Prop(_SC("Normalized"), &Vector3::Normalized) // Member Methods .Func(_SC("SetScalar"), &Vector3::SetScalar) .Func(_SC("SetVector3"), &Vector3::SetVector3) .Func(_SC("SetVector3Ex"), &Vector3::SetVector3Ex) .Func(_SC("SetVector4"), &Vector3::SetVector4) .Func(_SC("SetVector4Ex"), &Vector3::SetVector4Ex) .Func(_SC("SetQuaternion"), &Vector3::SetQuaternion) .Func(_SC("SetQuaternionEx"), &Vector3::SetQuaternionEx) .FmtFunc(_SC("SetStr"), &Vector3::SetStr) .Func(_SC("Clear"), &Vector3::Clear) .FmtFunc(_SC("Format"), &Vector3::Format) .Func(_SC("Normalize"), &Vector3::Normalize) .Func(_SC("Dot"), &Vector3::DotProduct) .Func(_SC("AbsDot"), &Vector3::AbsDotProduct) .Func(_SC("Cross"), &Vector3::CrossProduct) .Func(_SC("Angle"), &Vector3::Angle) .Func(_SC("DistanceTo"), &Vector3::GetDistanceTo) .Func(_SC("SqDistanceTo"), &Vector3::GetSquaredDistanceTo) .Func(_SC("IsBetweenPoints"), &Vector3::IsBetweenPoints) .Func(_SC("Interpolate"), &Vector3::Interpolate) .Func(_SC("Interpolated"), &Vector3::Interpolated) .Func(_SC("Rotated"), &Vector3::Rotated) .Func(_SC("RotateXZBy"), &Vector3::RotateXZBy) .Func(_SC("CenterRotateXZBy"), &Vector3::CenterRotateXZBy) .Func(_SC("RotateXYBy"), &Vector3::RotateXYBy) .Func(_SC("CenterRotateXYBy"), &Vector3::CenterRotateXYBy) .Func(_SC("RotateYZBy"), &Vector3::RotateYZBy) .Func(_SC("CenterRotateYZBy"), &Vector3::CenterRotateYZBy) // Member Overloads .Overload(_SC("Generate"), &Vector3::Generate) .Overload(_SC("Generate"), &Vector3::GenerateB) .Overload(_SC("Generate"), &Vector3::GenerateR) // Static Functions .StaticFunc(_SC("GetDelimiter"), &SqGetDelimiter< Vector3 >) .StaticFunc(_SC("SetDelimiter"), &SqSetDelimiter< Vector3 >) .StaticFmtFunc(_SC("FromStr"), &Vector3::Get) .StaticFmtFunc(_SC("FromStrEx"), &Vector3::GetEx) ); } } // Namespace:: SqMod