mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-14 06:23:55 +01:00
212 lines
4.9 KiB
Plaintext
212 lines
4.9 KiB
Plaintext
#macro __vec3_forward new __vec3(1.0, 0.0, 0.0)
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#macro __vec3_right new __vec3(0.0, 1.0, 0.0)
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#macro __vec3_up new __vec3(0.0, 0.0, 1.0)
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function __vec3(_x = 0, _y = _x, _z = _x) constructor {
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static set = function(_x = 0, _y = _x, _z = _x) { #region
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if(is_struct(_x) && is_instanceof(_x, __vec3)) {
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x = _x.x;
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y = _x.y;
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z = _x.z;
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return self;
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}
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if(is_struct(_x) && is_instanceof(_x, BBMOD_Vec3)) {
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x = _x.X;
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y = _x.Y;
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z = _x.Z;
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return self;
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}
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if(is_array(_x)) {
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x = _x[0];
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y = _x[1];
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z = _x[2];
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return self;
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}
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x = _x;
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y = _y;
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z = _z;
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return self;
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} set(_x, _y, _z); #endregion
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static isZero = function() { #region
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gml_pragma("forceinline");
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return x == 0 && y == 0 && z == 0;
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} #endregion
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static setIndex = function(index, value) { #region
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gml_pragma("forceinline");
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switch(index) {
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case 0 : x = value; break;
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case 1 : y = value; break;
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case 2 : z = value; break;
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}
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return self;
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} #endregion
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static getIndex = function(index) { #region
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switch(index) {
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case 0 : return x;
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case 1 : return y;
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case 2 : return z;
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}
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return 0;
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} #endregion
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static add = function(_vec3) { #region
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gml_pragma("forceinline");
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return new __vec3(x + _vec3.x, y + _vec3.y, z + _vec3.z);
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} #endregion
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static _add = function(_vec3) { #region
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gml_pragma("forceinline");
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x += _vec3.x;
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y += _vec3.y;
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z += _vec3.z;
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return self;
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} #endregion
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static subtract = function(_vec3) { #region
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gml_pragma("forceinline");
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return new __vec3(x - _vec3.x, y - _vec3.y, z - _vec3.z);
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} #endregion
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static _subtract = function(_vec3) { #region
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gml_pragma("forceinline");
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x -= _vec3.x;
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y -= _vec3.y;
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z -= _vec3.z;
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return self;
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} #endregion
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static multiply = function(_scalar) { #region
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gml_pragma("forceinline");
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return new __vec3(x * _scalar, y * _scalar, z * _scalar);
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} #endregion
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static _multiply = function(_scalar) { #region
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gml_pragma("forceinline");
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x *= _scalar;
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y *= _scalar;
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z *= _scalar;
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return self;
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} #endregion
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static multiplyVec = function(_vec) { #region
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gml_pragma("forceinline");
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return new __vec3(x * _vec.x, y * _vec.y, z * _vec.z);
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} #endregion
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static _multiplyVec = function(_vec) { #region
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gml_pragma("forceinline");
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x *= _vec.x;
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y *= _vec.y;
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z *= _vec.z;
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return self;
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} #endregion
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static divide = function(_scalar) { #region
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gml_pragma("forceinline");
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if (_scalar != 0)
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return new __vec3(x / _scalar, y / _scalar, z / _scalar);
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return new __vec3(x, y, z); // Avoid division by zero
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} #endregion
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static _divide = function(_scalar) { #region
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gml_pragma("forceinline");
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if (_scalar != 0) {
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x /= _scalar;
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y /= _scalar;
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z /= _scalar;
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}
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return self;
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} #endregion
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static dot = function(_vec3) { #region
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gml_pragma("forceinline");
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return x * _vec3.x + y * _vec3.y + z * _vec3.z;
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} #endregion
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static cross = function(_vec3) { #region
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gml_pragma("forceinline");
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var cross_x = y * _vec3.z - z * _vec3.y;
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var cross_y = z * _vec3.x - x * _vec3.z;
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var cross_z = x * _vec3.y - y * _vec3.x;
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return new __vec3(cross_x, cross_y, cross_z);
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} #endregion
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static distance = function(_vec3) { #region
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gml_pragma("forceinline");
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var dx = _vec3.x - x;
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var dy = _vec3.y - y;
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var dz = _vec3.z - z;
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return sqrt(dx * dx + dy * dy + dz * dz);
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} #endregion
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static length = function() { #region
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gml_pragma("forceinline");
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return sqrt(x * x + y * y + z * z);
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} #endregion
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static normalize = function() { #region
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gml_pragma("forceinline");
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return clone()._normalize();
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} #endregion
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static _normalize = function() { #region
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gml_pragma("forceinline");
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var _length = length();
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if (_length != 0) {
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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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return self;
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} #endregion
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static _lerpTo = function(to, speed = 0.3) { #region
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gml_pragma("forceinline");
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x = lerp(x, to.x, speed);
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y = lerp(y, to.y, speed);
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z = lerp(z, to.z, speed);
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} #endregion
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static _lerp_float = function(to, speed = 5, pre = 0.01) { #region
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gml_pragma("forceinline");
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x = lerp_float(x, to.x, speed, pre);
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y = lerp_float(y, to.y, speed, pre);
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z = lerp_float(z, to.z, speed, pre);
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} #endregion
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static equal = function(to) { #region
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gml_pragma("forceinline");
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return x == to.x && y == to.y && z == to.z;
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} #endregion
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static minVal = function(vec) { #region
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gml_pragma("forceinline");
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return new __vec3(
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min(x, vec.x),
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min(y, vec.y),
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min(z, vec.z),
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);
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} #endregion
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static maxVal = function(vec) { #region
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gml_pragma("forceinline");
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return new __vec3(
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max(x, vec.x),
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max(y, vec.y),
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max(z, vec.z),
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);
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} #endregion
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static clone = function() { #region
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gml_pragma("forceinline");
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return new __vec3(x, y, z);
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} #endregion
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static toString = function() { return $"[__vec3] ({x}, {y}, {z})"; }
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static toBBMOD = function() { return new BBMOD_Vec3(x, y, z); }
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static toArray = function() { return [ x, y, z ]; }
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}
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