mirror of
https://github.com/SlimeVR/SlimeVR-Tracker-ESP.git
synced 2026-04-05 17:51:57 +02:00
410 lines
9.2 KiB
C++
410 lines
9.2 KiB
C++
#pragma once
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#include "shared.h"
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class Basis;
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struct Vector3 {
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enum Axis {
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AXIS_X,
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AXIS_Y,
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AXIS_Z,
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};
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union {
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struct {
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double x;
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double y;
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double z;
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};
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double coord[3] = { 0 };
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};
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inline const double& operator[](int p_axis) const {
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return coord[p_axis];
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}
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inline double& operator[](int p_axis) {
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return coord[p_axis];
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}
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void set_axis(int p_axis, double p_value);
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double get_axis(int p_axis) const;
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int min_axis() const;
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int max_axis() const;
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inline double length() const;
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inline double length_squared() const;
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inline void normalize();
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inline Vector3 normalized() const;
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inline bool is_normalized() const;
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inline Vector3 inverse() const;
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inline void zero();
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// void snap(Vector3 p_val);
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// Vector3 snapped(Vector3 p_val) const;
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void rotate(const Vector3& p_axis, double p_phi);
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Vector3 rotated(const Vector3& p_axis, double p_phi) const;
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/* Static Methods between 2 vector3s */
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inline Vector3 lerp(const Vector3& p_b, double p_t) const;
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inline Vector3 slerp(const Vector3& p_b, double p_t) const;
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Vector3 cubic_interpolate(const Vector3& p_b, const Vector3& p_pre_a, const Vector3& p_post_b, double p_t) const;
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Vector3 cubic_interpolaten(const Vector3& p_b, const Vector3& p_pre_a, const Vector3& p_post_b, double p_t) const;
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Vector3 move_toward(const Vector3& p_to, const double p_delta) const;
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inline Vector3 cross(const Vector3& p_b) const;
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inline double dot(const Vector3& p_b) const;
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Basis outer(const Vector3& p_b) const;
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Basis to_diagonal_matrix() const;
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inline Vector3 abs() const;
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inline Vector3 floor() const;
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inline Vector3 sign() const;
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inline Vector3 ceil() const;
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inline Vector3 round() const;
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inline double distance_to(const Vector3& p_b) const;
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inline double distance_squared_to(const Vector3& p_b) const;
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inline Vector3 posmod(const double p_mod) const;
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inline Vector3 posmodv(const Vector3& p_modv) const;
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inline Vector3 project(const Vector3& p_b) const;
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inline double angle_to(const Vector3& p_b) const;
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inline Vector3 direction_to(const Vector3& p_b) const;
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inline Vector3 slide(const Vector3& p_normal) const;
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inline Vector3 bounce(const Vector3& p_normal) const;
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inline Vector3 reflect(const Vector3& p_normal) const;
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bool is_equal_approx(const Vector3& p_v) const;
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/* Operators */
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inline Vector3& operator+=(const Vector3& p_v);
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inline Vector3 operator+(const Vector3& p_v) const;
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inline Vector3& operator-=(const Vector3& p_v);
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inline Vector3 operator-(const Vector3& p_v) const;
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inline Vector3& operator*=(const Vector3& p_v);
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inline Vector3 operator*(const Vector3& p_v) const;
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inline Vector3& operator/=(const Vector3& p_v);
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inline Vector3 operator/(const Vector3& p_v) const;
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inline Vector3& operator*=(double p_scalar);
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inline Vector3 operator*(double p_scalar) const;
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inline Vector3& operator/=(double p_scalar);
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inline Vector3 operator/(double p_scalar) const;
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inline Vector3 operator-() const;
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inline bool operator==(const Vector3& p_v) const;
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inline bool operator!=(const Vector3& p_v) const;
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inline bool operator<(const Vector3& p_v) const;
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inline bool operator<=(const Vector3& p_v) const;
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inline bool operator>(const Vector3& p_v) const;
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inline bool operator>=(const Vector3& p_v) const;
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inline Vector3() {}
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inline Vector3(double p_x, double p_y, double p_z) {
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x = p_x;
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y = p_y;
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z = p_z;
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}
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};
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Vector3 Vector3::cross(const Vector3& p_b) const {
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Vector3 ret(
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(y * p_b.z) - (z * p_b.y),
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(z * p_b.x) - (x * p_b.z),
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(x * p_b.y) - (y * p_b.x));
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return ret;
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}
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double Vector3::dot(const Vector3& p_b) const {
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return x * p_b.x + y * p_b.y + z * p_b.z;
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}
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Vector3 Vector3::abs() const {
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return Vector3(std::abs(x), std::abs(y), std::abs(z));
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}
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Vector3 Vector3::sign() const {
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return Vector3(Math::sign(x), Math::sign(y), Math::sign(z));
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}
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Vector3 Vector3::floor() const {
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return Vector3(std::floor(x), std::floor(y), std::floor(z));
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}
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Vector3 Vector3::ceil() const {
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return Vector3(std::ceil(x), std::ceil(y), std::ceil(z));
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}
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Vector3 Vector3::round() const {
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return Vector3(std::round(x), std::round(y), std::round(z));
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}
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Vector3 Vector3::lerp(const Vector3& p_b, double p_t) const {
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return Vector3(
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x + (p_t * (p_b.x - x)),
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y + (p_t * (p_b.y - y)),
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z + (p_t * (p_b.z - z)));
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}
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Vector3 Vector3::slerp(const Vector3& p_b, double p_t) const {
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double theta = angle_to(p_b);
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return rotated(cross(p_b).normalized(), theta * p_t);
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}
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double Vector3::distance_to(const Vector3& p_b) const {
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return (p_b - *this).length();
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}
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double Vector3::distance_squared_to(const Vector3& p_b) const {
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return (p_b - *this).length_squared();
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}
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Vector3 Vector3::posmod(const double p_mod) const {
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return Vector3(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod));
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}
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Vector3 Vector3::posmodv(const Vector3& p_modv) const {
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return Vector3(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z));
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}
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Vector3 Vector3::project(const Vector3& p_b) const {
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return p_b * (dot(p_b) / p_b.length_squared());
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}
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double Vector3::angle_to(const Vector3& p_b) const {
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return std::atan2(cross(p_b).length(), dot(p_b));
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}
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Vector3 Vector3::direction_to(const Vector3& p_b) const {
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Vector3 ret(p_b.x - x, p_b.y - y, p_b.z - z);
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ret.normalize();
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return ret;
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}
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/* Operators */
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Vector3& Vector3::operator+=(const Vector3& p_v) {
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x += p_v.x;
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y += p_v.y;
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z += p_v.z;
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return *this;
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}
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Vector3 Vector3::operator+(const Vector3& p_v) const {
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return Vector3(x + p_v.x, y + p_v.y, z + p_v.z);
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}
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Vector3& Vector3::operator-=(const Vector3& p_v) {
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x -= p_v.x;
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y -= p_v.y;
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z -= p_v.z;
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return *this;
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}
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Vector3 Vector3::operator-(const Vector3& p_v) const {
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return Vector3(x - p_v.x, y - p_v.y, z - p_v.z);
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}
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Vector3& Vector3::operator*=(const Vector3& p_v) {
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x *= p_v.x;
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y *= p_v.y;
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z *= p_v.z;
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return *this;
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}
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Vector3 Vector3::operator*(const Vector3& p_v) const {
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return Vector3(x * p_v.x, y * p_v.y, z * p_v.z);
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}
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Vector3& Vector3::operator/=(const Vector3& p_v) {
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x /= p_v.x;
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y /= p_v.y;
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z /= p_v.z;
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return *this;
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}
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Vector3 Vector3::operator/(const Vector3& p_v) const {
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return Vector3(x / p_v.x, y / p_v.y, z / p_v.z);
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}
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Vector3& Vector3::operator*=(double p_scalar) {
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x *= p_scalar;
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y *= p_scalar;
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z *= p_scalar;
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return *this;
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}
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inline Vector3 operator*(double p_scalar, const Vector3& p_vec) {
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return p_vec * p_scalar;
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}
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Vector3 Vector3::operator*(double p_scalar) const {
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return Vector3(x * p_scalar, y * p_scalar, z * p_scalar);
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}
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Vector3& Vector3::operator/=(double p_scalar) {
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x /= p_scalar;
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y /= p_scalar;
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z /= p_scalar;
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return *this;
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}
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Vector3 Vector3::operator/(double p_scalar) const {
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return Vector3(x / p_scalar, y / p_scalar, z / p_scalar);
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}
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Vector3 Vector3::operator-() const {
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return Vector3(-x, -y, -z);
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}
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bool Vector3::operator==(const Vector3& p_v) const {
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return x == p_v.x && y == p_v.y && z == p_v.z;
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}
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bool Vector3::operator!=(const Vector3& p_v) const {
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return x != p_v.x || y != p_v.y || z != p_v.z;
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}
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bool Vector3::operator<(const Vector3& p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z < p_v.z;
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}
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else {
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return y < p_v.y;
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}
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}
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else {
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return x < p_v.x;
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}
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}
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bool Vector3::operator>(const Vector3& p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z > p_v.z;
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}
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else {
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return y > p_v.y;
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}
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}
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else {
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return x > p_v.x;
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}
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}
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bool Vector3::operator<=(const Vector3& p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z <= p_v.z;
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}
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else {
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return y < p_v.y;
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}
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}
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else {
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return x < p_v.x;
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}
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}
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bool Vector3::operator>=(const Vector3& p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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return z >= p_v.z;
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}
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else {
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return y > p_v.y;
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}
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}
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else {
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return x > p_v.x;
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}
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}
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inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
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return p_a.cross(p_b);
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}
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inline double vec3_dot(const Vector3& p_a, const Vector3& p_b) {
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return p_a.dot(p_b);
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}
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double Vector3::length() const {
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double x2 = x * x;
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double y2 = y * y;
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double z2 = z * z;
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return std::sqrt(x2 + y2 + z2);
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}
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double Vector3::length_squared() const {
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double x2 = x * x;
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double y2 = y * y;
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double z2 = z * z;
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return x2 + y2 + z2;
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}
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void Vector3::normalize() {
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double lengthsq = length_squared();
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if (lengthsq == 0) {
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x = y = z = 0;
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}
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else {
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double length = std::sqrt(lengthsq);
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x /= length;
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y /= length;
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z /= length;
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}
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}
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Vector3 Vector3::normalized() const {
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Vector3 v = *this;
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v.normalize();
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return v;
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}
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bool Vector3::is_normalized() const {
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// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
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return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON);
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}
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Vector3 Vector3::inverse() const {
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return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
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}
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void Vector3::zero() {
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x = y = z = 0;
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}
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// slide returns the component of the vector along the given plane, specified by its normal vector.
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Vector3 Vector3::slide(const Vector3& p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
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#endif
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return *this - p_normal * this->dot(p_normal);
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}
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Vector3 Vector3::bounce(const Vector3& p_normal) const {
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return -reflect(p_normal);
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}
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Vector3 Vector3::reflect(const Vector3& p_normal) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
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#endif
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return 2.0 * p_normal * this->dot(p_normal) - *this;
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} |