Vector3
Add this in your code:
#include <engine/math/vector3.h>
Description
Contains 3D coordinates.
Variables
Name | Type | Description |
---|---|---|
x | float | The x component of the vector |
y | float | The y component of the vector |
z | float | The z component of the vector |
Constructors
Vector3
Empty vector.
Vector3()
Code sample:
Vector3 vec = Vector3();
// X = Y = Z = 0.0f
Vector3 (X,Y,Z)
Parameters:
x
: X valuey
: Y valuez
: Z value
Vector3(float x, float y, float z)
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
Vector3 (Single value)
Fill the vector with a single value.
Parameters:
fillValue
: Fill value
Vector3(float fillValue)
Code sample:
Vector3 vec = Vector3(1.0f);
// X = Y = Z = 1.0f
Vector3 (Vector2)
Parameters:
vect
: 2D vector
Vector3(const Vector2& vect)
Code sample:
Vector2 vec2 = Vector2(1.0f, 2.0f);
Vector3 vec = Vector3(vec2);
// X = 1.0f
// Y = 2.0f
// Z = 0.0f
Vector3 (Vector2Int)
Parameters:
vect
: 2D integer vector
Vector3(const Vector2Int& vect)
Code sample:
Vector2Int vec2int = Vector2Int(1, 2);
Vector3 vec = Vector3(vec2int);
// X = 1.0f
// Y = 2.0f
// Z = 0.0f
Public methods
Max
Get the biggest value of the vector.
float Max()
Code sample:
Vector3 vec = Vector3(1.0f, 3.0f, 2.0f);
float maxValue = vec.Max(); // = 3.0f
Min
Get the smallest value of the vector.
float Min()
Code sample:
Vector3 vec = Vector3(1.0f, 3.0f, 2.0f);
float maxValue = vec.Min(); // = 1.0f
Normalized
Get a copy of this vector with a magnitude of 1 (Does not change vector values).
Vector3 Normalized() const
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
Vector3 normalizedVec = vec.Normalized();
Normalize
Makes this vector have a magnitude of 1 (Changes vector values).
Vector3 Normalize()
Code sample:
Vector3 vec = Vector3(1.0f, 1.0f, 3.0f);
vec.Normalize();
Magnitude
Get the length of this vector.
float Magnitude() const
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
float magnitude vec.Magnitude();
SquaredMagnitude
Get the squared length of this vector.
float SquaredMagnitude() const
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
float squaredMagnitude vec.SquaredMagnitude();
Dot
Get the dot product of this vector with another vector.
Parameters:
v
: Other vector
float Dot(const Vector3& v) const
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
Vector3 vec2 = Vector3(2.0f, 2.0f, 4.0f);
float dotResult vec.Dot(vec2);
Cross
Get the cross product of this vector with another vector.
Parameters:
v
: Other vector
Vector3 Cross(const Vector3& v) const
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
Vector3 vec2 = Vector3(2.0f, 2.0f, 4.0f);
Vector3 crossResult vec.Cross(vec2);
HasInvalidValues
Return True is the vector has invalid values (NaN or Inf).
bool HasInvalidValues() const
Code sample:
Vector3 vec = Vector3(std::nanf(""), std::numeric_limits<float>::infinity(), 3.0f); // This will raise an assert in debug to avoid using nan or inf values
bool valid = vec->HasInvalidValues();
ToString
Return a string representation of the vector like "{x:1.0, y:2.0, z:3.0}"
bool ToString() const
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
Debug::Print(vec->ToString()); // Prints "{x:1.0, y:2.0, z:3.0}"
Static methods
Dot
Get the dot product of two vectors.
Parameters:
a
: First vectorb
: Sedond vector
float Dot(const Vector3& a, const Vector3& b)
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
Vector3 vec2 = Vector3(2.0f, 2.0f, 4.0f);
float dotResult Vector3::Dot(vec, vec2);
Cross
Get the cross product of two vectors.
Parameters:
a
: First vectorb
: Sedond vector
Vector3 Cross(const Vector3& a, const Vector3& b)
Code sample:
Vector3 vec = Vector3(1.0f, 2.0f, 3.0f);
Vector3 vec2 = Vector3(2.0f, 2.0f, 4.0f);
Vector3 crossResult Vector3::Cross(vec, vec2);
Lerp
Linearly interpolates between vectors.
Parameters:
a
: First vectorb
: Second vectort
: Interpolation factor (0.0f to 1.0f)
Vector3 Lerp(const Vector3& a, const Vector3& b, const float t)
Code sample:
Vector3 a = Vector3(1.0f, 2.0f, 3.0f);
Vector3 b = Vector3(2.0f, 2.0f, 4.0f);
Vector3 mix = Vector3::Lerp(a, b, 0.5f); // Mix of A and B
Vector3 lerp0 = Vector3::Lerp(a, b, 0.0f); // Equals A
Vector3 lerp1 = Vector3::Lerp(a, b, 1.0f); // Equals B
Distance
Distance between two vectors.
Parameters:
a
: First vectorb
: Second vector
float Distance(const Vector3& a, const Vector3& b)
Code sample:
Vector3 a = Vector3(1.0f, 2.0f, 3.0f);
Vector3 b = Vector3(2.0f, 2.0f, 4.0f);
float distance = Vector3::Distance(a, b);
LookAt
Get the look rotation in degrees between two vectors.
Parameters:
from
: First vectorto
: Target position
Vector3 LookAt(const Vector3& from, const Vector3& to)
Code sample:
Vector3 from = Vector3(1.0f, 2.0f, 3.0f);
Vector3 to = Vector3(2.0f, 2.0f, 4.0f);
Vector3 rotation = Vector3::LookAt(a, b);
Operators
Vector3 operator+(const Vector3& left, const Vector3& right)
Vector3 operator-(const Vector3& left, const Vector3& right)
Vector3 operator-(const Vector3& vec)
Vector3 operator*(const float value, const Vector3& vec)
Vector3 operator*(const Vector3& left, const Vector3& right)
Vector3 operator*(const Vector3& vec, const float value)
Vector3 operator*(const Quaternion& left, const Vector3& right)
Vector3 operator/(const float value, const Vector3& vec)
Vector3 operator/(const Vector3& vec, const float value)
Vector3 operator/(const Vector3& left, const Vector3& right)
Vector3& operator+=(Vector3& vec, const float value)
Vector3& operator-=(Vector3& vec, const float value)
Vector3& operator*=(Vector3& vec, const float value)
Vector3& operator/=(Vector3& vec, const float value)
Vector3& operator+=(Vector3& vec, const Vector3& vecRight)
Vector3& operator-=(Vector3& vec, const Vector3& vecRight)
Vector3& operator*=(Vector3& vec, const Vector3& vecRight)
Vector3& operator/=(Vector3& vec, const Vector3& vecRight)
bool operator==(const Vector3& left, const Vector3& right)
bool operator!=(const Vector3& left, const Vector3& right)