Pixel-Composer/scripts/__vec3/__vec3.gml
2023-11-08 14:38:04 +07:00

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#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 = _x, _z = _x) constructor {
static set = function(_x = 0, _y = _x, _z = _x) { #region
if(is_struct(_x) && is_instanceof(_x, __vec3)) {
x = _x.x;
y = _x.y;
z = _x.z;
return self;
}
if(is_struct(_x) && is_instanceof(_x, BBMOD_Vec3)) {
x = _x.X;
y = _x.Y;
z = _x.Z;
return self;
}
if(is_array(_x)) {
x = _x[0];
y = _x[1];
z = _x[2];
return self;
}
x = _x;
y = _y;
z = _z;
return self;
} set(_x, _y, _z); #endregion
static isZero = function() { #region
INLINE
return x == 0 && y == 0 && z == 0;
} #endregion
static setIndex = function(index, value) { #region
INLINE
switch(index) {
case 0 : x = value; break;
case 1 : y = value; break;
case 2 : z = value; break;
}
return self;
} #endregion
static getIndex = function(index) { #region
switch(index) {
case 0 : return x;
case 1 : return y;
case 2 : return z;
}
return 0;
} #endregion
static add = function(_vec3) { #region
INLINE
return new __vec3(x + _vec3.x, y + _vec3.y, z + _vec3.z);
} #endregion
static _add = function(_vec3) { #region
INLINE
x += _vec3.x;
y += _vec3.y;
z += _vec3.z;
return self;
} #endregion
static subtract = function(_vec3) { #region
INLINE
return new __vec3(x - _vec3.x, y - _vec3.y, z - _vec3.z);
} #endregion
static _subtract = function(_vec3) { #region
INLINE
x -= _vec3.x;
y -= _vec3.y;
z -= _vec3.z;
return self;
} #endregion
static multiply = function(_scalar) { #region
INLINE
return new __vec3(x * _scalar, y * _scalar, z * _scalar);
} #endregion
static _multiply = function(_scalar) { #region
INLINE
x *= _scalar;
y *= _scalar;
z *= _scalar;
return self;
} #endregion
static multiplyVec = function(_vec) { #region
INLINE
return new __vec3(x * _vec.x, y * _vec.y, z * _vec.z);
} #endregion
static _multiplyVec = function(_vec) { #region
INLINE
x *= _vec.x;
y *= _vec.y;
z *= _vec.z;
return self;
} #endregion
static divide = function(_scalar) { #region
INLINE
if (_scalar != 0)
return new __vec3(x / _scalar, y / _scalar, z / _scalar);
return new __vec3(x, y, z); // Avoid division by zero
} #endregion
static _divide = function(_scalar) { #region
INLINE
if (_scalar != 0) {
x /= _scalar;
y /= _scalar;
z /= _scalar;
}
return self;
} #endregion
static dot = function(_vec3) { #region
INLINE
return x * _vec3.x + y * _vec3.y + z * _vec3.z;
} #endregion
static cross = function(_vec3) { #region
INLINE
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);
} #endregion
static distance = function(_vec3) { #region
INLINE
var dx = _vec3.x - x;
var dy = _vec3.y - y;
var dz = _vec3.z - z;
return sqrt(dx * dx + dy * dy + dz * dz);
} #endregion
static length = function() { #region
INLINE
return sqrt(x * x + y * y + z * z);
} #endregion
static normalize = function() { #region
INLINE
return clone()._normalize();
} #endregion
static _normalize = function() { #region
INLINE
var _length = length();
if (_length != 0) {
x /= _length;
y /= _length;
z /= _length;
}
return self;
} #endregion
static _lerpTo = function(to, speed = 0.3) { #region
INLINE
x = lerp(x, to.x, speed);
y = lerp(y, to.y, speed);
z = lerp(z, to.z, speed);
} #endregion
static _lerp_float = function(to, speed = 5, pre = 0.01) { #region
INLINE
x = lerp_float(x, to.x, speed, pre);
y = lerp_float(y, to.y, speed, pre);
z = lerp_float(z, to.z, speed, pre);
} #endregion
static equal = function(to) { #region
INLINE
return x == to.x && y == to.y && z == to.z;
} #endregion
static minVal = function(vec) { #region
INLINE
return new __vec3(
min(x, vec.x),
min(y, vec.y),
min(z, vec.z),
);
} #endregion
static maxVal = function(vec) { #region
INLINE
return new __vec3(
max(x, vec.x),
max(y, vec.y),
max(z, vec.z),
);
} #endregion
static clone = function() { #region
INLINE
return new __vec3(x, y, z);
} #endregion
static toString = function() { return $"[__vec3] ({x}, {y}, {z})"; }
static toBBMOD = function() { return new BBMOD_Vec3(x, y, z); }
static toArray = function() { return [ x, y, z ]; }
}