use std::fmt;
use std::ops::{Add, AddAssign, Div, DivAssign, Mul, MulAssign, Neg, Sub, SubAssign};
use super::single::{self, InvariantF32};
use super::{Matrix4x4, Quaternion, Vector2};
use crate::Vector3D;
#[derive(Clone, Copy, Debug, PartialEq, Default)]
#[repr(C)]
pub struct Vector3 {
pub x: f32,
pub y: f32,
pub z: f32,
}
impl Vector3 {
pub const ZERO: Vector3 = Vector3::new(0.0, 0.0, 0.0);
pub const ONE: Vector3 = Vector3::new(1.0, 1.0, 1.0);
pub const UNIT_X: Vector3 = Vector3::new(1.0, 0.0, 0.0);
pub const UNIT_Y: Vector3 = Vector3::new(0.0, 1.0, 0.0);
pub const UNIT_Z: Vector3 = Vector3::new(0.0, 0.0, 1.0);
#[inline]
pub const fn new(x: f32, y: f32, z: f32) -> Self {
Self { x, y, z }
}
#[inline]
pub const fn from_value(value: f32) -> Self {
Self::new(value, value, value)
}
#[inline]
pub const fn from_vector2(value: Vector2, z: f32) -> Self {
Self::new(value.x, value.y, z)
}
#[inline]
pub fn abs(value: Vector3) -> Vector3 {
Vector3::new(value.x.abs(), value.y.abs(), value.z.abs())
}
#[inline]
pub fn clamp(value1: Vector3, min: Vector3, max: Vector3) -> Vector3 {
Vector3::min(Vector3::max(value1, min), max)
}
#[inline]
pub fn cross(vector1: Vector3, vector2: Vector3) -> Vector3 {
Vector3::new(
(vector1.y * vector2.z) - (vector1.z * vector2.y),
(vector1.z * vector2.x) - (vector1.x * vector2.z),
(vector1.x * vector2.y) - (vector1.y * vector2.x),
)
}
#[inline]
pub fn distance(value1: Vector3, value2: Vector3) -> f32 {
Vector3::distance_squared(value1, value2).sqrt()
}
#[inline]
pub fn distance_squared(value1: Vector3, value2: Vector3) -> f32 {
(value1 - value2).length_squared()
}
#[inline]
pub fn dot(vector1: Vector3, vector2: Vector3) -> f32 {
(vector1.x * vector2.x) + (vector1.y * vector2.y) + (vector1.z * vector2.z)
}
#[inline]
pub fn length(&self) -> f32 {
self.length_squared().sqrt()
}
#[inline]
pub fn length_squared(&self) -> f32 {
Vector3::dot(*self, *self)
}
#[inline]
pub fn lerp(value1: Vector3, value2: Vector3, amount: f32) -> Vector3 {
(value1 * (1.0 - amount)) + (value2 * amount)
}
#[inline]
pub fn max(value1: Vector3, value2: Vector3) -> Vector3 {
Vector3::new(
single::max(value1.x, value2.x),
single::max(value1.y, value2.y),
single::max(value1.z, value2.z),
)
}
#[inline]
pub fn min(value1: Vector3, value2: Vector3) -> Vector3 {
Vector3::new(
single::min(value1.x, value2.x),
single::min(value1.y, value2.y),
single::min(value1.z, value2.z),
)
}
#[inline]
pub fn normalize(value: Vector3) -> Vector3 {
value / value.length()
}
#[inline]
pub fn square_root(value: Vector3) -> Vector3 {
Vector3::new(value.x.sqrt(), value.y.sqrt(), value.z.sqrt())
}
#[inline]
pub fn transform(position: Vector3, matrix: Matrix4x4) -> Vector3 {
Vector3::new(
(position.x * matrix.m11) + (position.y * matrix.m21) + (position.z * matrix.m31) + matrix.m41,
(position.x * matrix.m12) + (position.y * matrix.m22) + (position.z * matrix.m32) + matrix.m42,
(position.x * matrix.m13) + (position.y * matrix.m23) + (position.z * matrix.m33) + matrix.m43,
)
}
pub fn transform_quaternion(value: Vector3, rotation: Quaternion) -> Vector3 {
let x2 = rotation.x + rotation.x;
let y2 = rotation.y + rotation.y;
let z2 = rotation.z + rotation.z;
let wx2 = rotation.w * x2;
let wy2 = rotation.w * y2;
let wz2 = rotation.w * z2;
let xx2 = rotation.x * x2;
let xy2 = rotation.x * y2;
let xz2 = rotation.x * z2;
let yy2 = rotation.y * y2;
let yz2 = rotation.y * z2;
let zz2 = rotation.z * z2;
Vector3::new(
value.x * (1.0 - yy2 - zz2) + value.y * (xy2 - wz2) + value.z * (xz2 + wy2),
value.x * (xy2 + wz2) + value.y * (1.0 - xx2 - zz2) + value.z * (yz2 - wx2),
value.x * (xz2 - wy2) + value.y * (yz2 + wx2) + value.z * (1.0 - xx2 - yy2),
)
}
#[inline]
pub fn transform_normal(normal: Vector3, matrix: Matrix4x4) -> Vector3 {
Vector3::new(
(normal.x * matrix.m11) + (normal.y * matrix.m21) + (normal.z * matrix.m31),
(normal.x * matrix.m12) + (normal.y * matrix.m22) + (normal.z * matrix.m32),
(normal.x * matrix.m13) + (normal.y * matrix.m23) + (normal.z * matrix.m33),
)
}
}
impl From<Vector3D> for Vector3 {
#[inline]
fn from(value: Vector3D) -> Vector3 {
Vector3::new(value.x as f32, value.y as f32, value.z as f32)
}
}
impl From<Vector3> for Vector3D {
#[inline]
fn from(value: Vector3) -> Vector3D {
Vector3D::new(value.x as f64, value.y as f64, value.z as f64)
}
}
impl Add for Vector3 {
type Output = Vector3;
#[inline]
fn add(self, right: Vector3) -> Vector3 {
Vector3::new(self.x + right.x, self.y + right.y, self.z + right.z)
}
}
impl Sub for Vector3 {
type Output = Vector3;
#[inline]
fn sub(self, right: Vector3) -> Vector3 {
Vector3::new(self.x - right.x, self.y - right.y, self.z - right.z)
}
}
impl Mul for Vector3 {
type Output = Vector3;
#[inline]
fn mul(self, right: Vector3) -> Vector3 {
Vector3::new(self.x * right.x, self.y * right.y, self.z * right.z)
}
}
impl Mul<f32> for Vector3 {
type Output = Vector3;
#[inline]
fn mul(self, right: f32) -> Vector3 {
Vector3::new(self.x * right, self.y * right, self.z * right)
}
}
impl Mul<Vector3> for f32 {
type Output = Vector3;
#[inline]
fn mul(self, right: Vector3) -> Vector3 {
right * self
}
}
impl Div for Vector3 {
type Output = Vector3;
#[inline]
fn div(self, right: Vector3) -> Vector3 {
Vector3::new(self.x / right.x, self.y / right.y, self.z / right.z)
}
}
impl Div<f32> for Vector3 {
type Output = Vector3;
#[inline]
fn div(self, right: f32) -> Vector3 {
Vector3::new(self.x / right, self.y / right, self.z / right)
}
}
impl Neg for Vector3 {
type Output = Vector3;
#[inline]
fn neg(self) -> Vector3 {
Vector3::new(-self.x, -self.y, -self.z)
}
}
impl AddAssign for Vector3 {
#[inline]
fn add_assign(&mut self, right: Vector3) {
*self = *self + right;
}
}
impl SubAssign for Vector3 {
#[inline]
fn sub_assign(&mut self, right: Vector3) {
*self = *self - right;
}
}
impl MulAssign for Vector3 {
#[inline]
fn mul_assign(&mut self, right: Vector3) {
*self = *self * right;
}
}
impl MulAssign<f32> for Vector3 {
#[inline]
fn mul_assign(&mut self, right: f32) {
*self = *self * right;
}
}
impl DivAssign for Vector3 {
#[inline]
fn div_assign(&mut self, right: Vector3) {
*self = *self / right;
}
}
impl DivAssign<f32> for Vector3 {
#[inline]
fn div_assign(&mut self, right: f32) {
*self = *self / right;
}
}
impl fmt::Display for Vector3 {
fn fmt(&self, f: &mut fmt::Formatter<'_>) -> fmt::Result {
write!(
f,
"<{}, {}, {}>",
InvariantF32(self.x),
InvariantF32(self.y),
InvariantF32(self.z)
)
}
}