function __rot3(_x = 0, _y = 0, _z = 0) constructor { x = _x; y = _y; z = _z; static set = function(_x, _y, _z) { gml_pragma("forceinline"); x = _x; y = _y; z = _z; return self; } static toDirection = function() { var _x = degtorad( x); var _y = degtorad( y); var _z = degtorad(-z); var rotationMatrix = new __mat3(); var cosX = cos(_x); var sinX = sin(_x); var cosY = cos(_y); var sinY = sin(_y); var cosZ = cos(_z); var sinZ = sin(_z); rotationMatrix.raw[0][0] = cosY * cosZ; rotationMatrix.raw[0][1] = -cosX * sinZ + sinX * sinY * cosZ; rotationMatrix.raw[0][2] = sinX * sinZ + cosX * sinY * cosZ; rotationMatrix.raw[1][0] = cosY * sinZ; rotationMatrix.raw[1][1] = cosX * cosZ + sinX * sinY * sinZ; rotationMatrix.raw[1][2] = -sinX * cosZ + cosX * sinY * sinZ; rotationMatrix.raw[2][0] = -sinY; rotationMatrix.raw[2][1] = sinX * cosY; rotationMatrix.raw[2][2] = cosX * cosY; var initialVector = new __vec3(1, 0, 0); var rotatedVector = rotationMatrix.multiplyVector(initialVector); rotatedVector.z *= -1; return rotatedVector; } static lookAt = function(from, to, up = __vec3_up) { var dir = to.subtract(from)._normalize(); var az = arctan2(dir.y, dir.x); var ay = arcsin(dir.z); var w0 = new __vec3( -dir.y, dir.x, 0); var u0 = w0.cross(dir); var ax = arctan2( w0.dot(up) / w0.length(), u0.dot(up) / u0.length() ); if(is_nan(ax)) ax = 0; ax = radtodeg(ax); ay = radtodeg(ay); az = radtodeg(az); set(ax, -ay, -az); return self; } 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 __rot3(x, y, z); } static toString = function() { return $"[{x}, {y}, {z}]"; } static toArray = function() { return [ x, y, z ]; } }