// SPDX-License-Identifier: MIT // // EmulationStation Desktop Edition // Vector3f.h // // 3-dimensional floating point vector functions. // #ifndef ES_CORE_MATH_VECTOR3F_H #define ES_CORE_MATH_VECTOR3F_H #include "math/Misc.h" #include class Vector2f; class Vector4f; class Vector3f { public: Vector3f() {} Vector3f(const float _f) : mX(_f), mY(_f), mZ(_f) {} Vector3f(const float _x, const float _y, const float _z) : mX(_x), mY(_y), mZ(_z) {} explicit Vector3f(const Vector2f& _v) : mX((reinterpret_cast(_v)).mX), mY((reinterpret_cast(_v)).mY), mZ(0) {} explicit Vector3f(const Vector2f& _v, const float _z) : mX((reinterpret_cast(_v)).mX), mY((reinterpret_cast(_v)).mY), mZ(_z) {} explicit Vector3f(const Vector4f& _v) : mX((reinterpret_cast(_v)).mX), mY((reinterpret_cast(_v)).mY), mZ((reinterpret_cast(_v)).mZ) {} const bool operator==(const Vector3f& _other) const { return ((mX == _other.mX) && (mY == _other.mY) && (mZ == _other.mZ)); } const bool operator!=(const Vector3f& _other) const { return ((mX != _other.mX) || (mY != _other.mY) || (mZ != _other.mZ)); } const Vector3f operator+(const Vector3f& _other) const { return { mX + _other.mX, mY + _other.mY, mZ + _other.mZ }; } const Vector3f operator-(const Vector3f& _other) const { return { mX - _other.mX, mY - _other.mY, mZ - _other.mZ }; } const Vector3f operator*(const Vector3f& _other) const { return { mX * _other.mX, mY * _other.mY, mZ * _other.mZ }; } const Vector3f operator/(const Vector3f& _other) const { return { mX / _other.mX, mY / _other.mY, mZ / _other.mZ }; } const Vector3f operator+(const float& _other) const { return { mX + _other, mY + _other, mZ + _other }; } const Vector3f operator-(const float& _other) const { return { mX - _other, mY - _other, mZ - _other }; } const Vector3f operator*(const float& _other) const { return { mX * _other, mY * _other, mZ * _other }; } const Vector3f operator/(const float& _other) const { return { mX / _other, mY / _other, mZ / _other }; } const Vector3f operator-() const { return { -mX , -mY, -mZ }; } Vector3f& operator+=(const Vector3f& _other) { *this = *this + _other; return *this; } Vector3f& operator-=(const Vector3f& _other) { *this = *this - _other; return *this; } Vector3f& operator*=(const Vector3f& _other) { *this = *this * _other; return *this; } Vector3f& operator/=(const Vector3f& _other) { *this = *this / _other; return *this; } Vector3f& operator+=(const float& _other) { *this = *this + _other; return *this; } Vector3f& operator-=(const float& _other) { *this = *this - _other; return *this; } Vector3f& operator*=(const float& _other) { *this = *this * _other; return *this; } Vector3f& operator/=(const float& _other) { *this = *this / _other; return *this; } float& operator[](const int _index) { assert(_index < 3 && "index out of range"); return (&mX)[_index]; } const float& operator[](const int _index) const { assert(_index < 3 && "index out of range"); return (&mX)[_index]; } inline float& x() { return mX; } inline float& y() { return mY; } inline float& z() { return mZ; } inline const float& x() const { return mX; } inline const float& y() const { return mY; } inline const float& z() const { return mZ; } inline Vector2f& v2() { return *reinterpret_cast(this); } inline const Vector2f& v2() const { return *reinterpret_cast(this); } Vector3f& round(); Vector3f& lerp(const Vector3f& _start, const Vector3f& _end, const float _fraction); static const Vector3f Zero() { return { 0, 0, 0 }; } static const Vector3f UnitX() { return { 1, 0, 0 }; } static const Vector3f UnitY() { return { 0, 1, 0 }; } static const Vector3f UnitZ() { return { 0, 0, 1 }; } private: float mX; float mY; float mZ; }; #endif // ES_CORE_MATH_VECTOR3F_H