#pragma once
#include <list>
#include <vector>
template <typename T>
// tolua_begin
class Vector3
{
TOLUA_TEMPLATE_BIND((T, int, float, double))
public:
T x, y, z;
inline Vector3(void) : x(0), y(0), z(0) {}
inline Vector3(T a_x, T a_y, T a_z) : x(a_x), y(a_y), z(a_z) {}
// Hardcoded copy constructors (tolua++ does not support function templates .. yet)
Vector3(const Vector3<float> & a_Rhs) : x(static_cast<T>(a_Rhs.x)), y(static_cast<T>(a_Rhs.y)), z(static_cast<T>(a_Rhs.z)) {}
Vector3(const Vector3<double> & a_Rhs) : x(static_cast<T>(a_Rhs.x)), y(static_cast<T>(a_Rhs.y)), z(static_cast<T>(a_Rhs.z)) {}
Vector3(const Vector3<int> & a_Rhs) : x(static_cast<T>(a_Rhs.x)), y(static_cast<T>(a_Rhs.y)), z(static_cast<T>(a_Rhs.z)) {}
// tolua_end
template <typename _T>
Vector3(const Vector3<_T> & a_Rhs) : x(a_Rhs.x), y(a_Rhs.y), z(a_Rhs.z) {}
template <typename _T>
Vector3(const Vector3<_T> * a_Rhs) : x(a_Rhs->x), y(a_Rhs->y), z(a_Rhs->z) {}
// tolua_begin
inline void Set(T a_x, T a_y, T a_z)
{
x = a_x;
y = a_y;
z = a_z;
}
inline void Normalize(void)
{
double Len = 1.0 / Length();
x = static_cast<T>(x * Len);
y = static_cast<T>(y * Len);
z = static_cast<T>(z * Len);
}
inline Vector3<T> NormalizeCopy(void) const
{
double Len = 1.0 / Length();
return Vector3<T>(
static_cast<T>(x * Len),
static_cast<T>(y * Len),
static_cast<T>(z * Len)
);
}
inline void NormalizeCopy(Vector3<T> & a_Rhs) const
{
double Len = 1.0 / Length();
a_Rhs.Set(
static_cast<T>(x * Len),
static_cast<T>(y * Len),
static_cast<T>(z * Len)
);
}
inline bool hasNonZeroLength(void) const
{
return ((x != 0) || (y != 0) || (z != 0));
}
inline double Length(void) const
{
return sqrt(static_cast<double>(x * x + y * y + z * z));
}
inline double SqrLength(void) const
{
return x * x + y * y + z * z;
}
inline T Dot(const Vector3<T> & a_Rhs) const
{
return x * a_Rhs.x + y * a_Rhs.y + z * a_Rhs.z;
}
inline void abs()
{
x = (x < 0) ? -x : x;
y = (y < 0) ? -y : y;
z = (z < 0) ? -z : z;
}
// We can't use a capital letter, because we wouldn't be able to call the normal Clamp function.
inline void clamp(T a_Min, T a_Max)
{
x = Clamp(x, a_Min, a_Max);
y = Clamp(y, a_Min, a_Max);
z = Clamp(z, a_Min, a_Max);
}
inline Vector3<T> Cross(const Vector3<T> & a_Rhs) const
{
return Vector3<T>(
y * a_Rhs.z - z * a_Rhs.y,
z * a_Rhs.x - x * a_Rhs.z,
x * a_Rhs.y - y * a_Rhs.x
);
}
inline bool Equals(const Vector3<T> & a_Rhs) const
{
// Perform a bitwise comparison of the contents - we want to know whether this object is exactly equal
// To perform EPS-based comparison, use the EqualsEps() function
return (
(memcmp(&x, &a_Rhs.x, sizeof(x)) == 0) &&
(memcmp(&y, &a_Rhs.y, sizeof(y)) == 0) &&
(memcmp(&z, &a_Rhs.z, sizeof(z)) == 0)
);
}
inline bool EqualsEps(const Vector3<T> & a_Rhs, T a_Eps) const
{
return (Abs(x - a_Rhs.x) < a_Eps) && (Abs(y - a_Rhs.y) < a_Eps) && (Abs(z - a_Rhs.z) < a_Eps);
}
inline void Move(T a_X, T a_Y, T a_Z)
{
x += a_X;
y += a_Y;
z += a_Z;
}
inline void Move(const Vector3<T> & a_Diff)
{
x += a_Diff.x;
y += a_Diff.y;
z += a_Diff.z;
}
/** Runs each value of the vector through std::floor() */
inline Vector3<int> Floor(void) const
{
return Vector3<int>(
FloorC(x),
FloorC(y),
FloorC(z)
);
}
// tolua_end
inline bool operator != (const Vector3<T> & a_Rhs) const
{
return !Equals(a_Rhs);
}
inline bool operator == (const Vector3<T> & a_Rhs) const
{
return Equals(a_Rhs);
}
inline bool operator > (const Vector3<T> & a_Rhs) const
{
return (SqrLength() > a_Rhs.SqrLength());
}
inline bool operator < (const Vector3<T> & a_Rhs) const
{
return (SqrLength() < a_Rhs.SqrLength());
}
inline void operator += (const Vector3<T> & a_Rhs)
{
x += a_Rhs.x;
y += a_Rhs.y;
z += a_Rhs.z;
}
inline void operator -= (const Vector3<T> & a_Rhs)
{
x -= a_Rhs.x;
y -= a_Rhs.y;
z -= a_Rhs.z;
}
inline void operator *= (const Vector3<T> & a_Rhs)
{
x *= a_Rhs.x;
y *= a_Rhs.y;
z *= a_Rhs.z;
}
inline void operator *= (T a_v)
{
x *= a_v;
y *= a_v;
z *= a_v;
}
inline Vector3<T> & operator = (const Vector3<T> & a_Rhs)
{
x = a_Rhs.x;
y = a_Rhs.y;
z = a_Rhs.z;
return *this;
}
// tolua_begin
inline Vector3<T> operator + (const Vector3<T>& a_Rhs) const
{
return Vector3<T>(
x + a_Rhs.x,
y + a_Rhs.y,
z + a_Rhs.z
);
}
inline Vector3<T> operator - (const Vector3<T>& a_Rhs) const
{
return Vector3<T>(
x - a_Rhs.x,
y - a_Rhs.y,
z - a_Rhs.z
);
}
inline Vector3<T> operator * (const Vector3<T>& a_Rhs) const
{
return Vector3<T>(
x * a_Rhs.x,
y * a_Rhs.y,
z * a_Rhs.z
);
}
inline Vector3<T> operator / (const Vector3<T> & a_Rhs)
{
return Vector3<T>(
x / a_Rhs.x,
y / a_Rhs.y,
z / a_Rhs.z
);
}
inline Vector3<T> operator * (T a_v) const
{
return Vector3<T>(
x * a_v,
y * a_v,
z * a_v
);
}
inline Vector3<T> operator / (T a_v) const
{
return Vector3<T>(
x / a_v,
y / a_v,
z / a_v
);
}
/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified Z coord.
The result satisfies the following equation:
(*this + Result * (a_OtherEnd - *this)).z = a_Z
If the line is too close to being parallel, this function returns NO_INTERSECTION
*/
inline double LineCoeffToXYPlane(const Vector3<T> & a_OtherEnd, T a_Z) const
{
if (Abs(z - a_OtherEnd.z) < EPS)
{
return NO_INTERSECTION;
}
return (a_Z - z) / (a_OtherEnd.z - z);
}
/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified Y coord.
The result satisfies the following equation:
(*this + Result * (a_OtherEnd - *this)).y = a_Y
If the line is too close to being parallel, this function returns NO_INTERSECTION
*/
inline double LineCoeffToXZPlane(const Vector3<T> & a_OtherEnd, T a_Y) const
{
if (Abs(y - a_OtherEnd.y) < EPS)
{
return NO_INTERSECTION;
}
return (a_Y - y) / (a_OtherEnd.y - y);
}
/** Returns the coefficient for the (a_OtherEnd - this) line to reach the specified X coord.
The result satisfies the following equation:
(*this + Result * (a_OtherEnd - *this)).x = a_X
If the line is too close to being parallel, this function returns NO_INTERSECTION
*/
inline double LineCoeffToYZPlane(const Vector3<T> & a_OtherEnd, T a_X) const
{
if (Abs(x - a_OtherEnd.x) < EPS)
{
return NO_INTERSECTION;
}
return (a_X - x) / (a_OtherEnd.x - x);
}
/** Rotates the vector 90 degrees clockwise around the vertical axis.
Note that this is specific to minecraft's axis ordering, which is X+ left, Z+ down. */
inline void TurnCW(void)
{
std::swap(x, z);
x = -x;
}
/** Rotates the vector 90 degrees counterclockwise around the vertical axis.
Note that this is specific to minecraft's axis ordering, which is X+ left, Z+ down. */
inline void TurnCCW(void)
{
std::swap(x, z);
z = -z;
}
/** The max difference between two coords for which the coords are assumed equal. */
static const double EPS;
/** Return value of LineCoeffToPlane() if the line is parallel to the plane. */
static const double NO_INTERSECTION;
protected:
/** Returns the absolute value of the given argument.
Templatized because the standard library differentiates between abs() and fabs(). */
static T Abs(T a_Value)
{
return (a_Value < 0) ? -a_Value : a_Value;
}
};
// tolua_end
template <> inline Vector3<int> Vector3<int>::Floor(void) const
{
return *this;
}
template <typename T>
const double Vector3<T>::EPS = 0.000001;
template <typename T>
const double Vector3<T>::NO_INTERSECTION = 1e70;
// tolua_begin
typedef Vector3<double> Vector3d;
typedef Vector3<float> Vector3f;
typedef Vector3<int> Vector3i;
// tolua_end
typedef std::list<Vector3i> cVector3iList;
typedef std::vector<Vector3i> cVector3iArray;