#ifndef RAYLIB_CPP_INCLUDE_VECTOR3_HPP_ #define RAYLIB_CPP_INCLUDE_VECTOR3_HPP_ #ifndef RAYLIB_CPP_NO_MATH #include #endif #include #include "./raylib-cpp-utils.hpp" #include "./raylib.hpp" #include "./raymath.hpp" namespace raylib { /** * Vector3 type */ class Vector3 : public ::Vector3 { public: constexpr Vector3(const ::Vector3& vec) : ::Vector3{vec.x, vec.y, vec.z} {} constexpr Vector3(float x = 0, float y = 0, float z = 0) : ::Vector3{x, y, z} {} Vector3(::Color color) { set(ColorToHSV(color)); } GETTERSETTER(float, X, x) GETTERSETTER(float, Y, y) GETTERSETTER(float, Z, z) Vector3& operator=(const ::Vector3& vector3) { set(vector3); return *this; } constexpr bool operator==(const ::Vector3& other) const { return x == other.x && y == other.y && z == other.z; } constexpr bool operator!=(const ::Vector3& other) const { return !(*this == other); } RLCPP_NODISCARD std::string ToString() const { return TextFormat("Vector3(%f, %f, %f)", x, y, z); } operator std::string() const { return ToString(); } #ifndef RAYLIB_CPP_NO_MATH /** * Add two vectors */ RLCPP_NODISCARD Vector3 Add(const ::Vector3& vector3) const { return Vector3Add(*this, vector3); } /** * Add two vectors */ Vector3 operator+(const ::Vector3& vector3) const { return Vector3Add(*this, vector3); } Vector3& operator+=(const ::Vector3& vector3) { set(Vector3Add(*this, vector3)); return *this; } /** * Add vector and float value */ RLCPP_NODISCARD Vector3 Add(float value) const { return Vector3AddValue(*this, value); } /** * Add vector and float value */ Vector3 operator+(float value) const { return Vector3AddValue(*this, value); } Vector3& operator+=(float value) { set(Vector3AddValue(*this, value)); return *this; } /** * Subtract two vectors. */ RLCPP_NODISCARD Vector3 Subtract(const ::Vector3& vector3) const { return Vector3Subtract(*this, vector3); } /** * Subtract two vectors. */ Vector3 operator-(const ::Vector3& vector3) const { return Vector3Subtract(*this, vector3); } Vector3& operator-=(const ::Vector3& vector3) { set(Vector3Subtract(*this, vector3)); return *this; } /** * Subtract vector by float value */ RLCPP_NODISCARD Vector3 Subtract(float value) const { return Vector3SubtractValue(*this, value); } /** * Subtract vector by float value */ Vector3 operator-(float value) const { return Vector3SubtractValue(*this, value); } Vector3& operator-=(float value) { set(Vector3SubtractValue(*this, value)); return *this; } /** * Negate provided vector (invert direction) */ RLCPP_NODISCARD Vector3 Negate() const { return Vector3Negate(*this); } /** * Negate provided vector (invert direction) */ Vector3 operator-() const { return Vector3Negate(*this); } /** * Multiply vector by vector */ RLCPP_NODISCARD Vector3 Multiply(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); } /** * Multiply vector by vector */ Vector3 operator*(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); } /** * Multiply vector by vector */ Vector3& operator*=(const ::Vector3& vector3) { set(Vector3Multiply(*this, vector3)); return *this; } /** * Multiply vector by scalar */ RLCPP_NODISCARD Vector3 Scale(const float scaler) const { return Vector3Scale(*this, scaler); } /** * Multiply vector by scalar */ Vector3 operator*(const float scaler) const { return Vector3Scale(*this, scaler); } /** * Multiply vector by scalar */ Vector3& operator*=(const float scaler) { set(Vector3Scale(*this, scaler)); return *this; } /** * Divide vector by vector */ RLCPP_NODISCARD Vector3 Divide(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); } /** * Divide vector by vector */ Vector3 operator/(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); } /** * Divide vector by vector */ Vector3& operator/=(const ::Vector3& vector3) { x /= vector3.x; y /= vector3.y; z /= vector3.z; return *this; } /** * Divide a vector by a value. */ RLCPP_NODISCARD Vector3 Divide(const float div) const { return ::Vector3{x / div, y / div, z / div}; } /** * Divide a vector by a value. */ Vector3 operator/(const float div) const { return Divide(div); } /** * Divide a vector by a value. */ Vector3& operator/=(const float div) { x /= div; y /= div; z /= div; return *this; } /** * Calculate vector length */ RLCPP_NODISCARD float Length() const { return Vector3Length(*this); } /** * Calculate vector square length */ RLCPP_NODISCARD float LengthSqr() const { return Vector3LengthSqr(*this); } RLCPP_NODISCARD Vector3 Normalize() const { return Vector3Normalize(*this); } RLCPP_NODISCARD float DotProduct(const ::Vector3& vector3) const { return Vector3DotProduct(*this, vector3); } RLCPP_NODISCARD float Distance(const ::Vector3& vector3) const { return Vector3Distance(*this, vector3); } RLCPP_NODISCARD Vector3 Lerp(const ::Vector3& vector3, const float amount) const { return Vector3Lerp(*this, vector3, amount); } RLCPP_NODISCARD Vector3 CrossProduct(const ::Vector3& vector3) const { return Vector3CrossProduct(*this, vector3); } RLCPP_NODISCARD Vector3 Perpendicular() const { return Vector3Perpendicular(*this); } RLCPP_NODISCARD Vector3 Project(const ::Vector3& vector3) const { return Vector3Project(*this, vector3); } RLCPP_NODISCARD Vector3 Reject(const ::Vector3& vector3) const { return Vector3Reject(*this, vector3); } void OrthoNormalize(::Vector3* vector3) { Vector3OrthoNormalize(this, vector3); } RLCPP_NODISCARD Vector3 Transform(const ::Matrix& matrix) const { return Vector3Transform(*this, matrix); } RLCPP_NODISCARD Vector3 RotateByQuaternion(const ::Quaternion& quaternion) const { return Vector3RotateByQuaternion(*this, quaternion); } RLCPP_NODISCARD Vector3 Reflect(const ::Vector3& normal) const { return Vector3Reflect(*this, normal); } RLCPP_NODISCARD Vector3 Min(const ::Vector3& vector3) const { return Vector3Min(*this, vector3); } RLCPP_NODISCARD Vector3 Max(const ::Vector3& vector3) const { return Vector3Max(*this, vector3); } RLCPP_NODISCARD Vector3 Barycenter(const ::Vector3& a, const ::Vector3& b, const ::Vector3& c) const { return Vector3Barycenter(*this, a, b, c); } static Vector3 Zero() { return Vector3Zero(); } static Vector3 One() { return Vector3One(); } #endif void DrawLine3D(const ::Vector3& endPos, ::Color color) const { ::DrawLine3D(*this, endPos, color); } void DrawPoint3D(::Color color) const { ::DrawPoint3D(*this, color); } void DrawCircle3D(float radius, const ::Vector3& rotationAxis, float rotationAngle, Color color) const { ::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color); } void DrawCube(float width, float height, float length, ::Color color) const { ::DrawCube(*this, width, height, length, color); } void DrawCube(const ::Vector3& size, ::Color color) const { ::DrawCubeV(*this, size, color); } void DrawCubeWires(float width, float height, float length, ::Color color) const { ::DrawCubeWires(*this, width, height, length, color); } void DrawCubeWires(const ::Vector3& size, ::Color color) const { ::DrawCubeWiresV(*this, size, color); } void DrawSphere(float radius, ::Color color) const { ::DrawSphere(*this, radius, color); } void DrawSphere(float radius, int rings, int slices, ::Color color) const { ::DrawSphereEx(*this, radius, rings, slices, color); } void DrawSphereWires(float radius, int rings, int slices, ::Color color) const { ::DrawSphereWires(*this, radius, rings, slices, color); } void DrawCylinder(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const { ::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color); } void DrawCylinderWires(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const { ::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color); } void DrawPlane(const ::Vector2& size, ::Color color) const { ::DrawPlane(*this, size, color); } /** * Detect collision between two spheres */ RLCPP_NODISCARD bool CheckCollision(float radius1, const ::Vector3& center2, float radius2) const { return CheckCollisionSpheres(*this, radius1, center2, radius2); } protected: void set(const ::Vector3& vec) { x = vec.x; y = vec.y; z = vec.z; } }; } // namespace raylib using RVector3 = raylib::Vector3; #endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_