mirror of
https://github.com/Ttanasart-pt/Pixel-Composer.git
synced 2024-11-15 06:53:59 +01:00
746 lines
17 KiB
Plaintext
746 lines
17 KiB
Plaintext
/// @macro {Struct.BBMOD_Vec3} A shorthand for `new BBMOD_Vec3(1, 0, 0)`.
|
||
/// @see BBMOD_VEC3_RIGHT
|
||
/// @see BBMOD_VEC3_UP
|
||
/// @see BBMOD_Vec3
|
||
#macro BBMOD_VEC3_FORWARD new BBMOD_Vec3(1.0, 0.0, 0.0)
|
||
|
||
/// @macro {Struct.BBMOD_Vec3} A shorthand for `new BBMOD_Vec3(0, 1, 0)`.
|
||
/// @see BBMOD_VEC3_FORWARD
|
||
/// @see BBMOD_VEC3_UP
|
||
/// @see BBMOD_Vec3
|
||
#macro BBMOD_VEC3_RIGHT new BBMOD_Vec3(0.0, 1.0, 0.0)
|
||
|
||
/// @macro {Struct.BBMOD_Vec3} A shorthand for `new BBMOD_Vec3(0, 0, 1)`.
|
||
/// @see BBMOD_VEC3_RIGHT
|
||
/// @see BBMOD_VEC3_FORWARD
|
||
/// @see BBMOD_Vec3
|
||
#macro BBMOD_VEC3_UP new BBMOD_Vec3(0.0, 0.0, 1.0)
|
||
|
||
/// @func BBMOD_Vec3([_x[, _y, _z]])
|
||
///
|
||
/// @desc A 3D vector.
|
||
///
|
||
/// @param {Real} [_x] The first component of the vector. Defaults to 0.
|
||
/// @param {Real} [_y] The second component of the vector. Defaults to `_x`.
|
||
/// @param {Real} [_z] The third component of the vector. Defaults to `_x`.
|
||
///
|
||
/// @see BBMOD_Vec2
|
||
/// @see BBMOD_Vec4
|
||
function BBMOD_Vec3(_x=0.0, _y=_x, _z=_x) constructor {
|
||
if(is_instanceof(_x, __vec3)) {
|
||
X = _x.x;
|
||
Y = _x.y;
|
||
Z = _x.z;
|
||
} else if(is_instanceof(_x, BBMOD_Vec3)) {
|
||
X = _x.X;
|
||
Y = _x.Y;
|
||
Z = _x.Z;
|
||
} else if(is_array(_x)) {
|
||
X = _x[0];
|
||
Y = _x[1];
|
||
Z = _x[2];
|
||
} else {
|
||
X = _x;
|
||
Y = _y;
|
||
Z = _z;
|
||
}
|
||
|
||
/// @func Abs()
|
||
///
|
||
/// @desc Creates a new vector where each component is equal to the absolute
|
||
/// value of the original component.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// new BBMOD_Vec3(-1.0, 2.0, -3.0).Abs() // => BBMOD_Vec3(1.0, 2.0, 3.0)
|
||
/// ```
|
||
static Abs = function () {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
abs(X),
|
||
abs(Y),
|
||
abs(Z)
|
||
);
|
||
};
|
||
|
||
/// @func Add(_v)
|
||
///
|
||
/// @desc Adds vectors and returns the result as a new vector.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The other vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
static Add = function (_v) {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
X + _v.X,
|
||
Y + _v.Y,
|
||
Z + _v.Z
|
||
);
|
||
};
|
||
|
||
/// @func Ceil()
|
||
///
|
||
/// @desc Applies function `ceil` to each component of the vector and returns
|
||
/// the result as a new vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// new BBMOD_Vec3(0.2, 1.6, 2.4).Ceil() // => BBMOD_Vec3(1.0, 2.0, 3.0)
|
||
/// ```
|
||
static Ceil = function () {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
ceil(X),
|
||
ceil(Y),
|
||
ceil(Z)
|
||
);
|
||
};
|
||
|
||
/// @func Clamp(_min, _max)
|
||
///
|
||
/// @desc Clamps each component of the vector between corresponding
|
||
/// components of `_min` and `_max` and returns the result as a new vector.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _min A vector with minimum components.
|
||
/// @param {Struct.BBMOD_Vec3} _max A vector with maximum components.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The resulting vector.
|
||
static Clamp = function (_min, _max) {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
clamp(X, _min.X, _max.X),
|
||
clamp(Y, _min.Y, _max.Y),
|
||
clamp(Z, _min.Z, _max.Z)
|
||
);
|
||
};
|
||
|
||
/// @func ClampLength(_min, _max)
|
||
///
|
||
/// @desc Clamps the length of the vector between `_min` and `_max` and
|
||
/// returns the result as a new vector.
|
||
///
|
||
/// @param {Real} _min The minimum length of the vector.
|
||
/// @param {Real} _max The maximum length of the vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// // => BBMOD_Vec3(3.0, 0.0, 0.0):
|
||
/// new BBMOD_Vec3(3.0, 0.0, 0.0).ClampLength(1.0, 5.0)
|
||
/// // => BBMOD_Vec3(4.0, 0.0, 0.0):
|
||
/// new BBMOD_Vec3(3.0, 0.0, 0.0).ClampLength(4.0, 5.0)
|
||
/// // => BBMOD_Vec3(2.0, 0.0, 0.0):
|
||
/// new BBMOD_Vec3(3.0, 0.0, 0.0).ClampLength(1.0, 2.0)
|
||
/// ```
|
||
static ClampLength = function (_min, _max) {
|
||
INLINE
|
||
var _length = sqrt(
|
||
X * X
|
||
+ Y * Y
|
||
+ Z * Z
|
||
);
|
||
var _newLength = clamp(_length, _min, _max);
|
||
return new BBMOD_Vec3(
|
||
(X / _length) * _newLength,
|
||
(Y / _length) * _newLength,
|
||
(Z / _length) * _newLength
|
||
);
|
||
};
|
||
|
||
/// @func Clone()
|
||
///
|
||
/// @desc Creates a clone of the vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The creted vector.
|
||
static Clone = function () {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
X,
|
||
Y,
|
||
Z
|
||
);
|
||
};
|
||
|
||
/// @func Copy(_dest)
|
||
///
|
||
/// @desc Copies components of the vector to the `_dest` vector.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _dest The destination vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} Returns `self`.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// var _v1 = new BBMOD_Vec3(1.0, 2.0, 3.0);
|
||
/// var _v2 = new BBMOD_Vec3(4.0, 5.0, 6.0);
|
||
/// show_debug_message(_v2) // Prints { X: 4.0, Y: 5.0, Z: 6.0 }
|
||
/// _v1.Copy(_v2);
|
||
/// show_debug_message(_v2) // Prints { X: 1.0, Y: 2.0, Z: 3.0 }
|
||
/// ```
|
||
static Copy = function (_dest) {
|
||
INLINE
|
||
_dest.X = X;
|
||
_dest.Y = Y;
|
||
_dest.Z = Z;
|
||
return self;
|
||
};
|
||
|
||
/// @func Cross(_v)
|
||
///
|
||
/// @desc Computes a cross product of this vector and vector `_v` and returns
|
||
/// the result as a new vector.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The other vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
static Cross = function (_v) {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
Y * _v.Z - Z * _v.Y,
|
||
Z * _v.X - X * _v.Z,
|
||
X * _v.Y - Y * _v.X
|
||
);
|
||
};
|
||
|
||
/// @func Dot(_v)
|
||
///
|
||
/// @desc Computes the dot product of this vector and vector `_v`.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The other vector.
|
||
///
|
||
/// @return {Real} The dot product of this vector and vector `_v`.
|
||
static Dot = function (_v) {
|
||
INLINE
|
||
return (
|
||
X * _v.X
|
||
+ Y * _v.Y
|
||
+ Z * _v.Z
|
||
);
|
||
};
|
||
|
||
/// @func Equals(_v)
|
||
///
|
||
/// @desc Checks whether this vectors equals to vector `_v`.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The vector to compare to.
|
||
///
|
||
/// @return {Bool} Returns `true` if the two vectors are equal.
|
||
static Equals = function (_v) {
|
||
INLINE
|
||
return (
|
||
X == _v.X
|
||
&& Y == _v.Y
|
||
&& Z == _v.Z
|
||
);
|
||
};
|
||
|
||
/// @func Floor()
|
||
///
|
||
/// @desc Applies function `floor` to each component of the vector and returns
|
||
/// the result as a new vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// new BBMOD_Vec3(0.2, 1.6, 2.4).Floor() // => BBMOD_Vec3(0.0, 1.0, 2.0)
|
||
/// ```
|
||
static Floor = function () {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
floor(X),
|
||
floor(Y),
|
||
floor(Z)
|
||
);
|
||
};
|
||
|
||
/// @func Frac()
|
||
///
|
||
/// @desc Applies function `frac` to each component of the vector and returns
|
||
/// the result as a new vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// new BBMOD_Vec3(0.2, 1.6, 2.4).Frac() // => BBMOD_Vec3(0.2, 0.6, 0.4)
|
||
/// ```
|
||
static Frac = function () {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
frac(X),
|
||
frac(Y),
|
||
frac(Z)
|
||
);
|
||
};
|
||
|
||
/// @func FromArray(_array[, _index])
|
||
///
|
||
/// @desc Loads vector components from an array.
|
||
///
|
||
/// @param {Array<Real>} _array The array to read the components from.
|
||
/// @param {Real} [_index] The index to start reading the vector components
|
||
/// from. Defaults to 0.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} Returns `self`.
|
||
static FromArray = function (_array, _index=0) {
|
||
INLINE
|
||
X = _array[_index];
|
||
Y = _array[_index + 1];
|
||
Z = _array[_index + 2];
|
||
return self;
|
||
};
|
||
|
||
/// @func FromBarycentric(_v1, _v2, _v3, _f, _g)
|
||
///
|
||
/// @desc Computes the vector components using a formula
|
||
/// `_v1 + _f * (_v2 - _v1) + _g * (_v3 - _v1)`.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v1 The first point of a triangle.
|
||
/// @param {Struct.BBMOD_Vec3} _v2 The second point of a triangle.
|
||
/// @param {Struct.BBMOD_Vec3} _v3 The third point of a triangle.
|
||
/// @param {Real} _f The weighting factor between `_v1` and `_v2`.
|
||
/// @param {Real} _g The weighting factor between `_v1` and `_v3`.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} Returns `self`.
|
||
static FromBarycentric = function (_v1, _v2, _v3, _f, _g) {
|
||
INLINE
|
||
var _v1X = _v1.X;
|
||
var _v1Y = _v1.Y;
|
||
var _v1Z = _v1.Z;
|
||
X = _v1X + _f * (_v2.X - _v1X) + _g * (_v3.X - _v1X);
|
||
Y = _v1Y + _f * (_v2.Y - _v1Y) + _g * (_v3.Y - _v1Y);
|
||
Z = _v1Z + _f * (_v2.Z - _v1Z) + _g * (_v3.Z - _v1Z);
|
||
return self;
|
||
};
|
||
|
||
/// @func FromBuffer(_buffer, _type)
|
||
///
|
||
/// @desc Loads vector components from a buffer.
|
||
///
|
||
/// @param {Id.Buffer} _buffer The buffer to read the components from.
|
||
/// @param {Constant.BufferDataType} _type The type of each component.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} Returns `self`.
|
||
static FromBuffer = function (_buffer, _type) {
|
||
INLINE
|
||
X = buffer_read(_buffer, _type);
|
||
Y = buffer_read(_buffer, _type);
|
||
Z = buffer_read(_buffer, _type);
|
||
return self;
|
||
};
|
||
|
||
/// @func Length()
|
||
///
|
||
/// @desc Computes the length of the vector.
|
||
///
|
||
/// @return {Real} The length of the vector.
|
||
static Length = function () {
|
||
INLINE
|
||
return sqrt(
|
||
X * X
|
||
+ Y * Y
|
||
+ Z * Z
|
||
);
|
||
};
|
||
|
||
/// @func LengthSqr()
|
||
///
|
||
/// @desc Computes a squared length of the vector.
|
||
///
|
||
/// @return {Real} The squared length of the vector.
|
||
static LengthSqr = function () {
|
||
INLINE
|
||
return (
|
||
X * X
|
||
+ Y * Y
|
||
+ Z * Z
|
||
);
|
||
};
|
||
|
||
/// @func Lerp(_v, _amount)
|
||
///
|
||
/// @desc Linearly interpolates between vector `_v` by the given amount.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The vector to interpolate with.
|
||
/// @param {Real} _amount The interpolation factor.
|
||
static Lerp = function (_v, _amount) {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
lerp(X, _v.X, _amount),
|
||
lerp(Y, _v.Y, _amount),
|
||
lerp(Z, _v.Z, _amount)
|
||
);
|
||
};
|
||
|
||
/// @func MaxComponent()
|
||
///
|
||
/// @desc Computes the greatest component of the vector.
|
||
///
|
||
/// @return {Real} The greates component of the vector.
|
||
static MaxComponent = function () {
|
||
INLINE
|
||
return max(
|
||
X,
|
||
Y,
|
||
Z,
|
||
);
|
||
};
|
||
|
||
/// @func Maximize(_v)
|
||
///
|
||
/// @desc Creates a new vector where each component is the maximum component
|
||
/// from this vector and vector `_v`.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The other vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// var _v1 = new BBMOD_Vec3(1.0, 4.0, 5.0);
|
||
/// var _v2 = new BBMOD_Vec3(2.0, 3.0, 6.0);
|
||
/// var _vMax = _v1.Maximize(_v2); // Equals to BBMOD_Vec3(2.0, 4.0, 6.0)
|
||
/// ```
|
||
static Maximize = function (_v) {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
max(X, _v.X),
|
||
max(Y, _v.Y),
|
||
max(Z, _v.Z)
|
||
);
|
||
};
|
||
|
||
/// @func MinComponent()
|
||
///
|
||
/// @desc Computes the smallest component of the vector.
|
||
///
|
||
/// @return {Real} The smallest component of the vector.
|
||
static MinComponent = function () {
|
||
INLINE
|
||
return min(
|
||
X,
|
||
Y,
|
||
Z,
|
||
);
|
||
};
|
||
|
||
/// @func Minimize(_v)
|
||
///
|
||
/// @desc Creates a new vector where each component is the minimum component
|
||
/// from this vector and vector `_v`.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The other vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// var _v1 = new BBMOD_Vec3(1.0, 4.0, 5.0);
|
||
/// var _v2 = new BBMOD_Vec3(2.0, 3.0, 6.0);
|
||
/// var _vMin = _v1.Minimize(_v2); // Equals to BBMOD_Vec3(1.0, 3.0, 5.0)
|
||
/// ```
|
||
static Minimize = function (_v) {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
min(X, _v.X),
|
||
min(Y, _v.Y),
|
||
min(Z, _v.Z)
|
||
);
|
||
};
|
||
|
||
/// @func Mul(_v)
|
||
///
|
||
/// @desc Multiplies the vector with vector `_v` and returns the result
|
||
/// as a new vector.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The other vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
static Mul = function (_v) {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
X * _v.X,
|
||
Y * _v.Y,
|
||
Z * _v.Z
|
||
);
|
||
};
|
||
|
||
/// @func Normalize()
|
||
///
|
||
/// @desc Normalizes the vector and returns the result as a new vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
static Normalize = function () {
|
||
INLINE
|
||
var _lengthSqr = (
|
||
X * X
|
||
+ Y * Y
|
||
+ Z * Z
|
||
);
|
||
if (_lengthSqr >= math_get_epsilon())
|
||
{
|
||
var _n = 1.0 / sqrt(_lengthSqr);
|
||
return new BBMOD_Vec3(
|
||
X * _n,
|
||
Y * _n,
|
||
Z * _n
|
||
);
|
||
}
|
||
return new BBMOD_Vec3(
|
||
X,
|
||
Y,
|
||
Z
|
||
);
|
||
};
|
||
|
||
/// @func Orthonormalize(_v)
|
||
///
|
||
/// @desc Orthonormalizes the vectors in-place using the Gram–Schmidt process.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The other vector.
|
||
///
|
||
/// @return {Bool} Returns `true` if the vectors were orthonormalized.
|
||
static Orthonormalize = function (_v) {
|
||
INLINE
|
||
|
||
var _v1 = Normalize();
|
||
var _proj = _v1.Scale(_v.Dot(_v1));
|
||
var _v2 = _v.Sub(_proj);
|
||
|
||
if (_v2.Length() <= 0.0)
|
||
{
|
||
return false;
|
||
}
|
||
|
||
_v1.Copy(self);
|
||
_v2.Normalize().Copy(_v);
|
||
|
||
return true;
|
||
};
|
||
|
||
/// @func Reflect(_v)
|
||
///
|
||
/// @desc Reflects the vector from vector `_v` and returns the result
|
||
/// as a new vector.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The vector to reflect from.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
static Reflect = function (_v) {
|
||
INLINE
|
||
var _dot2 = (
|
||
X * _v.X
|
||
+ Y * _v.Y
|
||
+ Z * _v.Z
|
||
) * 2.0;
|
||
return new BBMOD_Vec3(
|
||
X - (_dot2 * _v.X),
|
||
Y - (_dot2 * _v.Y),
|
||
Z - (_dot2 * _v.Z)
|
||
);
|
||
};
|
||
|
||
/// @func Round()
|
||
///
|
||
/// @desc Applies function `round` to each component of the vector and returns
|
||
/// the result as a new vector.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// new BBMOD_Vec3(0.2, 1.6, 2.4).Round() // => BBMOD_Vec3(0.0, 2.0, 2.0)
|
||
/// ```
|
||
static Round = function () {
|
||
INLINE
|
||
return new BBMOD_Vec3(
|
||
round(X),
|
||
round(Y),
|
||
round(Z)
|
||
);
|
||
};
|
||
|
||
/// @func Scale(_s)
|
||
///
|
||
/// @desc Scales each component of the vector by `_s` and returns the result
|
||
/// as a new vector.
|
||
///
|
||
/// @param {Real} _s The value to scale the components by.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// new BBMOD_Vec3(1.0, 2.0, 3.0).Scale(2.0) // => BBMOD_Vec3(2.0, 4.0, 6.0)
|
||
/// ```
|
||
static Scale = function (_s) {
|
||
gml_pragma("forceinline")
|
||
return new BBMOD_Vec3(
|
||
X * _s,
|
||
Y * _s,
|
||
Z * _s
|
||
);
|
||
};
|
||
|
||
/// @func Get(_index)
|
||
///
|
||
/// @desc Retrieves vector component at given index (0 is X, 1 is Y, etc.).
|
||
///
|
||
/// @param {Real} _index The index of the component.
|
||
///
|
||
/// @return {Real} The value of the vector component at given index.
|
||
///
|
||
/// @throws {BBMOD_OutOfRangeException} If an invalid index is passed.
|
||
static Get = function (_index) {
|
||
INLINE
|
||
switch (_index)
|
||
{
|
||
case 0:
|
||
return X;
|
||
|
||
case 1:
|
||
return Y;
|
||
|
||
case 2:
|
||
return Z;
|
||
}
|
||
throw new BBMOD_OutOfRangeException();
|
||
};
|
||
|
||
/// @func Set([_x[, _y, _z]])
|
||
///
|
||
/// @desc Sets vector components in-place.
|
||
///
|
||
/// @param {Real} [_x] The new value of the first component. Defaults to 0.
|
||
/// @param {Real} [_y] The new value of the second component. Defaults to `_x`.
|
||
/// @param {Real} [_z] The new value of the third component. Defaults to `_x`.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} Returns `self`.
|
||
static Set = function (_x=0.0, _y=_x, _z=_x) {
|
||
INLINE
|
||
X = _x;
|
||
Y = _y;
|
||
Z = _z;
|
||
return self;
|
||
};
|
||
|
||
/// @func SetIndex(_index, _value)
|
||
///
|
||
/// @desc Sets vector component in-place.
|
||
///
|
||
/// @param {Real} _index The index of the component, starting at 0.
|
||
/// @param {Real} _value The new value of the component.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} Returns `self`.
|
||
///
|
||
/// @throws {BBMOD_OutOfRangeException} If the given index is out of range
|
||
/// of possible values.
|
||
static SetIndex = function (_index, _value) {
|
||
INLINE
|
||
switch (_index)
|
||
{
|
||
case 0:
|
||
X = _value;
|
||
break;
|
||
|
||
case 1:
|
||
Y = _value;
|
||
break;
|
||
|
||
case 2:
|
||
Z = _value;
|
||
break;
|
||
|
||
default:
|
||
throw new BBMOD_OutOfRangeException();
|
||
break;
|
||
}
|
||
return self;
|
||
};
|
||
|
||
/// @func Sub(_v)
|
||
///
|
||
/// @desc Subtracts vector `_v` from this vector and returns the result
|
||
/// as a new vector.
|
||
///
|
||
/// @param {Struct.BBMOD_Vec3} _v The vector to subtract from this one.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
///
|
||
/// @example
|
||
/// ```gml
|
||
/// var _v1 = new BBMOD_Vec3(1.0, 2.0, 3.0);
|
||
/// var _v2 = new BBMOD_Vec3(4.0, 5.0, 6.0);
|
||
/// var _v3 = _v1.Sub(_v2); // Equals to BBMOD_Vec3(-3.0, -3.0, -3.0)
|
||
/// ```
|
||
static Sub = function (_v) {
|
||
gml_pragma("forceinline")
|
||
return new BBMOD_Vec3(
|
||
X - _v.X,
|
||
Y - _v.Y,
|
||
Z - _v.Z
|
||
);
|
||
};
|
||
|
||
/// @func ToArray([_array[, _index]])
|
||
///
|
||
/// @desc Writes the components of the vector into the target array.
|
||
///
|
||
/// @param {Array<Real>} [_array] The array to write to. If `undefined` a
|
||
/// new one of required size is created.
|
||
///
|
||
/// @param {Real} [_index] The starting index within the target array.
|
||
/// Defaults to 0.
|
||
///
|
||
/// @return {Array<Real>} The target array.
|
||
static ToArray = function (_array=undefined, _index=0) {
|
||
INLINE
|
||
_array ??= array_create(3, 0.0);
|
||
_array[@ _index] = X;
|
||
_array[@ _index + 1] = Y;
|
||
_array[@ _index + 2] = Z;
|
||
return _array;
|
||
};
|
||
|
||
/// @func ToBuffer(_buffer, _type)
|
||
///
|
||
/// @desc Writes the components of the vector into the buffer.
|
||
///
|
||
/// @param {Id.Buffer} _buffer The buffer to write to.
|
||
/// @param {Constant.BufferDataType} _type The type of the components.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} Returns `self`.
|
||
static ToBuffer = function (_buffer, _type) {
|
||
INLINE
|
||
buffer_write(_buffer, _type, X);
|
||
buffer_write(_buffer, _type, Y);
|
||
buffer_write(_buffer, _type, Z);
|
||
return self;
|
||
};
|
||
|
||
/// @func Transform(_matrix)
|
||
///
|
||
/// @desc Transforms vector `(X, Y, Z, 1.0)` by a matrix and returns the result
|
||
/// as a new vector.
|
||
///
|
||
/// @param {Array<Real>} _matrix The matrix to transform the vector by.
|
||
///
|
||
/// @return {Struct.BBMOD_Vec3} The created vector.
|
||
static Transform = function (_matrix) {
|
||
gml_pragma("forceinline")
|
||
var _res = matrix_transform_vertex(_matrix, X, Y, Z);
|
||
return new BBMOD_Vec3(
|
||
_res[0],
|
||
_res[1],
|
||
_res[2]
|
||
);
|
||
};
|
||
}
|