#macro __vec3_forward new __vec3(1.0, 0.0, 0.0) #macro __vec3_right new __vec3(0.0, 1.0, 0.0) #macro __vec3_up new __vec3(0.0, 0.0, 1.0) function __vec3(_x = 0, _y = 0, _z = 0) constructor { x = _x; y = _y; z = _z; // Static methods static set = function(_x = 0, _y = _x, _z = _x) { if(is_struct(_x) && is_instanceof(_x, __vec3)) { x = _x.x; y = _x.y; z = _x.z; return; } x = _x; y = _y; z = _z; return self; } static setIndex = function(index, value) { gml_pragma("forceinline"); switch(index) { case 0 : x = value; break; case 1 : y = value; break; case 2 : z = value; break; } return self; } static add = function(_vec3) { gml_pragma("forceinline"); return new __vec3(x + _vec3.x, y + _vec3.y, z + _vec3.z); } static subtract = function(_vec3) { gml_pragma("forceinline"); return new __vec3(x - _vec3.x, y - _vec3.y, z - _vec3.z); } static multiply = function(_scalar) { gml_pragma("forceinline"); return new __vec3(x * _scalar, y * _scalar, z * _scalar); } static divide = function(_scalar) { gml_pragma("forceinline"); if (_scalar != 0) return new __vec3(x / _scalar, y / _scalar, z / _scalar); return new __vec3(x, y, z); // Avoid division by zero } static dot = function(_vec3) { gml_pragma("forceinline"); return x * _vec3.x + y * _vec3.y + z * _vec3.z; } static cross = function(_vec3) { gml_pragma("forceinline"); var cross_x = y * _vec3.z - z * _vec3.y; var cross_y = z * _vec3.x - x * _vec3.z; var cross_z = x * _vec3.y - y * _vec3.x; return new __vec3(cross_x, cross_y, cross_z); } // In-place computation functions static _add = function(_vec3) { gml_pragma("forceinline"); x += _vec3.x; y += _vec3.y; z += _vec3.z; return self; } static _subtract = function(_vec3) { gml_pragma("forceinline"); x -= _vec3.x; y -= _vec3.y; z -= _vec3.z; return self; } static _multiply = function(_scalar) { gml_pragma("forceinline"); x *= _scalar; y *= _scalar; z *= _scalar; return self; } static _divide = function(_scalar) { gml_pragma("forceinline"); if (_scalar != 0) { x /= _scalar; y /= _scalar; z /= _scalar; } return self; } static distance = function(_vec3) { gml_pragma("forceinline"); var dx = _vec3.x - x; var dy = _vec3.y - y; var dz = _vec3.z - z; return sqrt(dx * dx + dy * dy + dz * dz); } static length = function() { gml_pragma("forceinline"); return sqrt(x * x + y * y + z * z); } static _normalize = function() { gml_pragma("forceinline"); var _length = length(); if (_length != 0) { x /= _length; y /= _length; z /= _length; } return self; } static _lerp = function(to, speed = 0.3) { gml_pragma("forceinline"); x = lerp(x, to.x, speed); y = lerp(y, to.y, speed); z = lerp(z, to.z, speed); } static equal = function(to) { gml_pragma("forceinline"); return x == to.x && y == to.y && z == to.z; } static clone = function() { gml_pragma("forceinline"); return new __vec3(x, y, z); } static toString = function() { return $"[{x}, {y}, {z}]"; } static toBBMOD = function() { return new BBMOD_Vec3(x, y, z); } }