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PMDT/结构体/函数/Vector3.hpp
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2026-05-03 12:38:09 +08:00

625 lines
20 KiB
C++
Executable File

#pragma once
#define _USE_MATH_DEFINES
#include <math.h>
struct Vector3
{
union
{
struct
{
float X;
float Y;
float Z;
};
float data[3];
};
//=====𝗦𝗥𝗖==𝗝𝗢𝗜𝗡==𝗧𝗘𝗟𝗘𝗚𝗥𝗔𝗠=@𝗚𝗞𝗣𝗙𝗥𝗘𝗘𝗛𝗔𝗖𝗞𝗦===@GKPHACK===V=2.4==//
inline Vector3();
inline Vector3(float data[]);
inline Vector3(float value);
inline Vector3(float x, float y);
inline Vector3(float x, float y, float z);
/**
* Constants for common vectors.
*/
static inline Vector3 Zero();
static inline Vector3 One();
static inline Vector3 Right();
static inline Vector3 Left();
static inline Vector3 Up();
static inline Vector3 Down();
static inline Vector3 Forward();
static inline Vector3 Backward();
/**
* Returns the angle between two vectors in radians.
* @param a: The first vector.
* @param b: The second vector.
* @return: A scalar value.
*/
static inline float Angle(Vector3 a, Vector3 b);
/**
* Returns a vector with its magnitude clamped to maxLength.
* @param vector: The target vector.
* @param maxLength: The maximum length of the return vector.
* @return: A new vector.
*/
static inline Vector3 ClampMagnitude(Vector3 vector, float maxLength);
/**
* Returns the component of a in the direction of b (scalar projection).
* @param a: The target vector.
* @param b: The vector being compared against.
* @return: A scalar value.
*/
static inline float Component(Vector3 a, Vector3 b);
/**
* Returns the cross product of two vectors.
* @param lhs: The left side of the multiplication.
* @param rhs: The right side of the multiplication.
* @return: A new vector.
*/
static inline Vector3 Cross(Vector3 lhs, Vector3 rhs);
/**
* Returns the distance between a and b.
* @param a: The first point.
* @param b: The second point.
* @return: A scalar value.
*/
static inline float Distance(Vector3 a, Vector3 b);
static inline char ToChar(Vector3 a);
/**
* Returns the dot product of two vectors.
* @param lhs: The left side of the multiplication.
* @param rhs: The right side of the multiplication.
* @return: A scalar value.
*/
static inline float Dot(Vector3 lhs, Vector3 rhs);
/**
* Converts a spherical representation of a vector into cartesian
* coordinates.
* This uses the ISO convention (radius r, inclination theta, azimuth phi).
* @param rad: The magnitude of the vector.
* @param theta: The angle in the XY plane from the X axis.
* @param phi: The angle from the positive Z axis to the vector.
* @return: A new vector.
*/
static inline Vector3 FromSpherical(float rad, float theta, float phi);
/**
* Returns a vector linearly interpolated between a and b, moving along
* a straight line. The vector is clamped to never go beyond the end points.
* @param a: The starting point.
* @param b: The ending point.
* @param t: The interpolation value [0-1].
* @return: A new vector.
*/
static inline Vector3 Lerp(Vector3 a, Vector3 b, float t);
/**
* Returns a vector linearly interpolated between a and b, moving along
* a straight line.
* @param a: The starting point.
* @param b: The ending point.
* @param t: The interpolation value [0-1] (no actual bounds).
* @return: A new vector.
*/
static inline Vector3 LerpUnclamped(Vector3 a, Vector3 b, float t);
/**
* Returns the magnitude of a vector.
* @param v: The vector in question.
* @return: A scalar value.
*/
static inline float Magnitude(Vector3 v);
/**
* Returns a vector made from the largest components of two other vectors.
* @param a: The first vector.
* @param b: The second vector.
* @return: A new vector.
*/
static inline Vector3 Max(Vector3 a, Vector3 b);
/**
* Returns a vector made from the smallest components of two other vectors.
* @param a: The first vector.
* @param b: The second vector.
* @return: A new vector.
*/
static inline Vector3 Min(Vector3 a, Vector3 b);
/**
* Returns a vector "maxDistanceDelta" units closer to the target. This
* interpolation is in a straight line, and will not overshoot.
* @param current: The current position.
* @param target: The destination position.
* @param maxDistanceDelta: The maximum distance to move.
* @return: A new vector.
*/
static inline Vector3 MoveTowards(Vector3 current, Vector3 target,
float maxDistanceDelta);
/**
* Returns a new vector with magnitude of one.
* @param v: The vector in question.
* @return: A new vector.
*/
static inline Vector3 Normalized(Vector3 v);
/**
* Returns an arbitrary vector orthogonal to the input.
* This vector is not normalized.
* @param v: The input vector.
* @return: A new vector.
*/
static inline Vector3 Orthogonal(Vector3 v);
/**
* Creates a new coordinate system out of the three vectors.
* Normalizes "normal", normalizes "tangent" and makes it orthogonal to
* "normal" and normalizes "binormal" and makes it orthogonal to both
* "normal" and "tangent".
* @param normal: A reference to the first axis vector.
* @param tangent: A reference to the second axis vector.
* @param binormal: A reference to the third axis vector.
*/
static inline void OrthoNormalize(Vector3 &normal, Vector3 &tangent,
Vector3 &binormal);
/**
* Returns the vector projection of a onto b.
* @param a: The target vector.
* @param b: The vector being projected onto.
* @return: A new vector.
*/
static inline Vector3 Project(Vector3 a, Vector3 b);
/**
* Returns a vector projected onto a plane orthogonal to "planeNormal".
* This can be visualized as the shadow of the vector onto the plane, if
* the light source were in the direction of the plane normal.
* @param vector: The vector to project.
* @param planeNormal: The normal of the plane onto which to project.
* @param: A new vector.
*/
static inline Vector3 ProjectOnPlane(Vector3 vector, Vector3 planeNormal);
/**
* Returns a vector reflected off the plane orthogonal to the normal.
* The input vector is pointed inward, at the plane, and the return vector
* is pointed outward from the plane, like a beam of light hitting and then
* reflecting off a mirror.
* @param vector: The vector traveling inward at the plane.
* @param planeNormal: The normal of the plane off of which to reflect.
* @return: A new vector pointing outward from the plane.
*/
static inline Vector3 Reflect(Vector3 vector, Vector3 planeNormal);
/**
* Returns the vector rejection of a on b.
* @param a: The target vector.
* @param b: The vector being projected onto.
* @return: A new vector.
*/
static inline Vector3 Reject(Vector3 a, Vector3 b);
/**
* Rotates vector "current" towards vector "target" by "maxRadiansDelta".
* This treats the vectors as directions and will linearly interpolate
* between their magnitudes by "maxMagnitudeDelta". This function does not
* overshoot. If a negative delta is supplied, it will rotate away from
* "target" until it is pointing the opposite direction, but will not
* overshoot that either.
* @param current: The starting direction.
* @param target: The destination direction.
* @param maxRadiansDelta: The maximum number of radians to rotate.
* @param maxMagnitudeDelta: The maximum delta for magnitude interpolation.
* @return: A new vector.
*/
static inline Vector3 RotateTowards(Vector3 current, Vector3 target,
float maxRadiansDelta,
float maxMagnitudeDelta);
/**
* Multiplies two vectors element-wise.
* @param a: The lhs of the multiplication.
* @param b: The rhs of the multiplication.
* @return: A new vector.
*/
static inline Vector3 Scale(Vector3 a, Vector3 b);
/**
* Returns a vector rotated towards b from a by the percent t.
* Since interpolation is done spherically, the vector moves at a constant
* angular velocity. This rotation is clamped to 0 <= t <= 1.
* @param a: The starting direction.
* @param b: The ending direction.
* @param t: The interpolation value [0-1].
*/
static inline Vector3 Slerp(Vector3 a, Vector3 b, float t);
/**
* Returns a vector rotated towards b from a by the percent t.
* Since interpolation is done spherically, the vector moves at a constant
* angular velocity. This rotation is unclamped.
* @param a: The starting direction.
* @param b: The ending direction.
* @param t: The interpolation value [0-1].
*/
static inline Vector3 SlerpUnclamped(Vector3 a, Vector3 b, float t);
/**
* Returns the squared magnitude of a vector.
* This is useful when comparing relative lengths, where the exact length
* is not important, and much time can be saved by not calculating the
* square root.
* @param v: The vector in question.
* @return: A scalar value.
*/
static inline float SqrMagnitude(Vector3 v);
/**
* Calculates the spherical coordinate space representation of a vector.
* This uses the ISO convention (radius r, inclination theta, azimuth phi).
* @param vector: The vector to convert.
* @param rad: The magnitude of the vector.
* @param theta: The angle in the XY plane from the X axis.
* @param phi: The angle from the positive Z axis to the vector.
*/
static inline void ToSpherical(Vector3 vector, float &rad, float &theta,
float &phi);
/**
* Operator overloading.
*/
inline struct Vector3& operator+=(const float rhs);
inline struct Vector3& operator-=(const float rhs);
inline struct Vector3& operator*=(const float rhs);
inline struct Vector3& operator/=(const float rhs);
inline struct Vector3& operator+=(const Vector3 rhs);
inline struct Vector3& operator-=(const Vector3 rhs);
};
inline Vector3 operator-(Vector3 rhs);
inline Vector3 operator+(Vector3 lhs, const float rhs);
inline Vector3 operator-(Vector3 lhs, const float rhs);
inline Vector3 operator*(Vector3 lhs, const float rhs);
inline Vector3 operator/(Vector3 lhs, const float rhs);
inline Vector3 operator+(const float lhs, Vector3 rhs);
inline Vector3 operator-(const float lhs, Vector3 rhs);
inline Vector3 operator*(const float lhs, Vector3 rhs);
inline Vector3 operator/(const float lhs, Vector3 rhs);
inline Vector3 operator+(Vector3 lhs, const Vector3 rhs);
inline Vector3 operator-(Vector3 lhs, const Vector3 rhs);
inline bool operator==(const Vector3 lhs, const Vector3 rhs);
inline bool operator!=(const Vector3 lhs, const Vector3 rhs);
/*******************************************************************************
* Implementation
*/
Vector3::Vector3() : X(0), Y(0), Z(0) {}
Vector3::Vector3(float data[]) : X(data[0]), Y(data[1]), Z(data[2]) {}
Vector3::Vector3(float value) : X(value), Y(value), Z(value) {}
Vector3::Vector3(float x, float y) : X(x), Y(y), Z(0) {}
Vector3::Vector3(float x, float y, float z) : X(x), Y(y), Z(z) {}
Vector3 Vector3::Zero() { return Vector3(0, 0, 0); }
Vector3 Vector3::One() { return Vector3(1, 1, 1); }
Vector3 Vector3::Right() { return Vector3(1, 0, 0); }
Vector3 Vector3::Left() { return Vector3(-1, 0, 0); }
Vector3 Vector3::Up() { return Vector3(0, 1, 0); }
Vector3 Vector3::Down() { return Vector3(0, -1, 0); }
Vector3 Vector3::Forward() { return Vector3(0, 0, 1); }
Vector3 Vector3::Backward() { return Vector3(0, 0, -1); }
float Vector3::Angle(Vector3 a, Vector3 b)
{
float v = Dot(a, b) / (Magnitude(a) * Magnitude(b));
v = fmax(v, -1.0);
v = fmin(v, 1.0);
return acos(v);
}
Vector3 Vector3::ClampMagnitude(Vector3 vector, float maxLength)
{
float length = Magnitude(vector);
if (length > maxLength)
vector *= maxLength / length;
return vector;
}
float Vector3::Component(Vector3 a, Vector3 b)
{
return Dot(a, b) / Magnitude(b);
}
Vector3 Vector3::Cross(Vector3 lhs, Vector3 rhs)
{
float x = lhs.Y * rhs.Z - lhs.Z * rhs.Y;
float y = lhs.Z * rhs.X - lhs.X * rhs.Z;
float z = lhs.X * rhs.Y - lhs.Y * rhs.X;
return Vector3(x, y, z);
}
float Vector3::Distance(Vector3 a, Vector3 b)
{
return Vector3::Magnitude(a - b);
}
float Vector3::Dot(Vector3 lhs, Vector3 rhs)
{
return lhs.X * rhs.X + lhs.Y * rhs.Y + lhs.Z * rhs.Z;
}
Vector3 Vector3::FromSpherical(float rad, float theta, float phi)
{
Vector3 v;
v.X = rad * sin(theta) * cos(phi);
v.Y = rad * sin(theta) * sin(phi);
v.Z = rad * cos(theta);
return v;
}
Vector3 Vector3::Lerp(Vector3 a, Vector3 b, float t)
{
if (t < 0) return a;
else if (t > 1) return b;
return LerpUnclamped(a, b, t);
}
Vector3 Vector3::LerpUnclamped(Vector3 a, Vector3 b, float t)
{
return (b - a) * t + a;
}
float Vector3::Magnitude(Vector3 v)
{
return sqrt(SqrMagnitude(v));
}
Vector3 Vector3::Max(Vector3 a, Vector3 b)
{
float x = a.X > b.X ? a.X : b.X;
float y = a.Y > b.Y ? a.Y : b.Y;
float z = a.Z > b.Z ? a.Z : b.Z;
return Vector3(x, y, z);
}
Vector3 Vector3::Min(Vector3 a, Vector3 b)
{
float x = a.X > b.X ? b.X : a.X;
float y = a.Y > b.Y ? b.Y : a.Y;
float z = a.Z > b.Z ? b.Z : a.Z;
return Vector3(x, y, z);
}
Vector3 Vector3::MoveTowards(Vector3 current, Vector3 target,
float maxDistanceDelta)
{
Vector3 d = target - current;
float m = Magnitude(d);
if (m < maxDistanceDelta || m == 0)
return target;
return current + (d * maxDistanceDelta / m);
}
Vector3 Vector3::Normalized(Vector3 v)
{
float mag = Magnitude(v);
if (mag == 0)
return Vector3::Zero();
return v / mag;
}
Vector3 Vector3::Orthogonal(Vector3 v)
{
return v.Z < v.X ? Vector3(v.Y, -v.X, 0) : Vector3(0, -v.Z, v.Y);
}
void Vector3::OrthoNormalize(Vector3 &normal, Vector3 &tangent,
Vector3 &binormal)
{
normal = Normalized(normal);
tangent = ProjectOnPlane(tangent, normal);
tangent = Normalized(tangent);
binormal = ProjectOnPlane(binormal, tangent);
binormal = ProjectOnPlane(binormal, normal);
binormal = Normalized(binormal);
}
Vector3 Vector3::Project(Vector3 a, Vector3 b)
{
float m = Magnitude(b);
return Dot(a, b) / (m * m) * b;
}
Vector3 Vector3::ProjectOnPlane(Vector3 vector, Vector3 planeNormal)
{
return Reject(vector, planeNormal);
}
Vector3 Vector3::Reflect(Vector3 vector, Vector3 planeNormal)
{
return vector - 2 * Project(vector, planeNormal);
}
Vector3 Vector3::Reject(Vector3 a, Vector3 b)
{
return a - Project(a, b);
}
Vector3 Vector3::RotateTowards(Vector3 current, Vector3 target,
float maxRadiansDelta,
float maxMagnitudeDelta)
{
float magCur = Magnitude(current);
float magTar = Magnitude(target);
float newMag = magCur + maxMagnitudeDelta *
((magTar > magCur) - (magCur > magTar));
newMag = fmin(newMag, fmax(magCur, magTar));
newMag = fmax(newMag, fmin(magCur, magTar));
float totalAngle = Angle(current, target) - maxRadiansDelta;
if (totalAngle <= 0)
return Normalized(target) * newMag;
else if (totalAngle >= M_PI)
return Normalized(-target) * newMag;
Vector3 axis = Cross(current, target);
float magAxis = Magnitude(axis);
if (magAxis == 0)
axis = Normalized(Cross(current, current + Vector3(3.95, 5.32, -4.24)));
else
axis /= magAxis;
current = Normalized(current);
Vector3 newVector = current * cos(maxRadiansDelta) +
Cross(axis, current) * sin(maxRadiansDelta);
return newVector * newMag;
}
Vector3 Vector3::Scale(Vector3 a, Vector3 b)
{
return Vector3(a.X * b.X, a.Y * b.Y, a.Z * b.Z);
}
Vector3 Vector3::Slerp(Vector3 a, Vector3 b, float t)
{
if (t < 0) return a;
else if (t > 1) return b;
return SlerpUnclamped(a, b, t);
}
Vector3 Vector3::SlerpUnclamped(Vector3 a, Vector3 b, float t)
{
float magA = Magnitude(a);
float magB = Magnitude(b);
a /= magA;
b /= magB;
float dot = Dot(a, b);
dot = fmax(dot, -1.0);
dot = fmin(dot, 1.0);
float theta = acos(dot) * t;
Vector3 relativeVec = Normalized(b - a * dot);
Vector3 newVec = a * cos(theta) + relativeVec * sin(theta);
return newVec * (magA + (magB - magA) * t);
}
float Vector3::SqrMagnitude(Vector3 v)
{
return v.X * v.X + v.Y * v.Y + v.Z * v.Z;
}
void Vector3::ToSpherical(Vector3 vector, float &rad, float &theta,
float &phi)
{
rad = Magnitude(vector);
float v = vector.Z / rad;
v = fmax(v, -1.0);
v = fmin(v, 1.0);
theta = acos(v);
phi = atan2(vector.Y, vector.X);
}
struct Vector3& Vector3::operator+=(const float rhs)
{
X += rhs;
Y += rhs;
Z += rhs;
return *this;
}
struct Vector3& Vector3::operator-=(const float rhs)
{
X -= rhs;
Y -= rhs;
Z -= rhs;
return *this;
}
struct Vector3& Vector3::operator*=(const float rhs)
{
X *= rhs;
Y *= rhs;
Z *= rhs;
return *this;
}
struct Vector3& Vector3::operator/=(const float rhs)
{
X /= rhs;
Y /= rhs;
Z /= rhs;
return *this;
}
struct Vector3& Vector3::operator+=(const Vector3 rhs)
{
X += rhs.X;
Y += rhs.Y;
Z += rhs.Z;
return *this;
}
struct Vector3& Vector3::operator-=(const Vector3 rhs)
{
X -= rhs.X;
Y -= rhs.Y;
Z -= rhs.Z;
return *this;
}
char Vector3::ToChar(Vector3 a) {
const char* x = (const char*)(int)a.X;
const char* y = (const char*)(int)a.Y;
const char* z = (const char*)(int)a.Z;
char buffer[25];
strncpy(buffer, x, sizeof(buffer));
strncpy(buffer, ", ", sizeof(buffer));
strncpy(buffer, y, sizeof(buffer));
strncpy(buffer, ", ", sizeof(buffer));
strncpy(buffer, z, sizeof(buffer));
strncpy(buffer, ", ", sizeof(buffer));
return buffer[25];
}
Vector3 operator-(Vector3 rhs) { return rhs * -1; }
Vector3 operator+(Vector3 lhs, const float rhs) { return lhs += rhs; }
Vector3 operator-(Vector3 lhs, const float rhs) { return lhs -= rhs; }
Vector3 operator*(Vector3 lhs, const float rhs) { return lhs *= rhs; }
Vector3 operator/(Vector3 lhs, const float rhs) { return lhs /= rhs; }
Vector3 operator+(const float lhs, Vector3 rhs) { return rhs += lhs; }
Vector3 operator-(const float lhs, Vector3 rhs) { return rhs -= lhs; }
Vector3 operator*(const float lhs, Vector3 rhs) { return rhs *= lhs; }
Vector3 operator/(const float lhs, Vector3 rhs) { return rhs /= lhs; }
Vector3 operator+(Vector3 lhs, const Vector3 rhs) { return lhs += rhs; }
Vector3 operator-(Vector3 lhs, const Vector3 rhs) { return lhs -= rhs; }
bool operator==(const Vector3 lhs, const Vector3 rhs)
{
return lhs.X == rhs.X && lhs.Y == rhs.Y && lhs.Z == rhs.Z;
}
bool operator!=(const Vector3 lhs, const Vector3 rhs)
{
return !(lhs == rhs);
}