#include "Vec3.h" #include #include #include "AABB.h" Vec3 Vec3::vectorTo(const Vec3& p) const { return {p.x - x, p.y - y, p.z - z}; } Vec3 Vec3::normalize() const { double dist = std::sqrt(x * x + y * y + z * z); if (dist < 0.0001) return {0, 0, 0}; return {x / dist, y / dist, z / dist}; } double Vec3::dot(const Vec3& p) const { return x * p.x + y * p.y + z * p.z; } Vec3 Vec3::cross(const Vec3& p) const { return {y * p.z - z * p.y, z * p.x - x * p.z, x * p.y - y * p.x}; } Vec3 Vec3::add(double x, double y, double z) const { return {this->x + x, this->y + y, this->z + z}; } double Vec3::distanceTo(const Vec3& p) const { double xd = p.x - x; double yd = p.y - y; double zd = p.z - z; return std::sqrt(xd * xd + yd * yd + zd * zd); } double Vec3::distanceToSqr(const Vec3& p) const { double xd = p.x - x; double yd = p.y - y; double zd = p.z - z; return xd * xd + yd * yd + zd * zd; } double Vec3::distanceToSqr(const double x2, const double y2, const double z2) const { double xd = x2 - x; double yd = y2 - y; double zd = z2 - z; return xd * xd + yd * yd + zd * zd; } Vec3 Vec3::scale(const double l) const { return {x * l, y * l, z * l}; } double Vec3::length() const { return sqrt(x * x + y * y + z * z); } std::optional Vec3::clipX(const Vec3& b, const double xt) const { double xd = b.x - x; double yd = b.y - y; double zd = b.z - z; if (xd * xd < 0.0000001f) return std::nullopt; double d = (xt - x) / xd; if (d < 0 || d > 1) return std::nullopt; return Vec3{x + xd * d, y + yd * d, z + zd * d}; } std::optional Vec3::clipY(const Vec3& b, const double yt) const { double xd = b.x - x; double yd = b.y - y; double zd = b.z - z; if (yd * yd < 0.0000001f) return std::nullopt; double d = (yt - y) / yd; if (d < 0 || d > 1) return std::nullopt; return Vec3{x + xd * d, y + yd * d, z + zd * d}; } std::optional Vec3::clipZ(const Vec3& b, const double zt) const { double xd = b.x - x; double yd = b.y - y; double zd = b.z - z; if (zd * zd < 0.0000001f) return std::nullopt; double d = (zt - z) / zd; if (d < 0 || d > 1) return std::nullopt; return Vec3{x + xd * d, y + yd * d, z + zd * d}; } std::wstring Vec3::toString() const { return std::format(L"({},{},{})", x, y, z); } Vec3 Vec3::lerp(const Vec3& v, const double a) const { return {x + (v.x - x) * a, y + (v.y - y) * a, z + (v.z - z) * a}; } void Vec3::xRot(const float degs) { double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless // wasting precision here double _sin = sin(degs); double xx = x; double yy = y * _cos + z * _sin; double zz = z * _cos - y * _sin; x = xx; y = yy; z = zz; } void Vec3::yRot(const float degs) { double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless // wasting precision here double _sin = sin(degs); double xx = x * _cos + z * _sin; double yy = y; double zz = z * _cos - x * _sin; x = xx; y = yy; z = zz; } void Vec3::zRot(const float degs) { double _cos = cos(degs); // 4J - cos/sin were floats but seems pointless // wasting precision here double _sin = sin(degs); double xx = x * _cos + y * _sin; double yy = y * _cos - x * _sin; double zz = z; x = xx; y = yy; z = zz; } // Returns 0 if this point is within the box // Otherwise returns the distance to the box // TODO: rewrite this function double Vec3::distanceTo(AABB* box) { if (box->contains(*this)) return 0; double xd = 0, yd = 0, zd = 0; if (x < box->x0) xd = box->x0 - x; else if (x > box->x1) xd = x - box->x1; if (y < box->y0) yd = box->y0 - y; else if (y > box->y1) yd = y - box->y1; if (z < box->z0) zd = box->z0 - z; else if (z > box->z1) zd = z - box->z1; return sqrt(xd * xd + yd * yd + zd * zd); } Vec3 Vec3::closestPointOnLine(const Vec3& p1, const Vec3& p2) const { Vec3 diff = {x - p1.x, y - p1.y, z - p1.z}; Vec3 dir = {p2.x - p1.x, p2.y - p1.y, p2.z - p1.z}; float dot1 = diff.dot(dir); if (dot1 <= 0.0f) return p1; float dot2 = dir.dot(dir); if (dot2 <= dot1) return p2; float t = dot1 / dot2; return {p1.x + t * dir.x, p1.y + t * dir.y, p1.z + t * dir.z}; } double Vec3::distanceFromLine(const Vec3& p1, const Vec3& p2) const { Vec3 closestPoint = closestPointOnLine(p1, p2); Vec3 diff{x - closestPoint.x, y - closestPoint.y, z - closestPoint.z}; return diff.length(); }