#ifndef RAYLIB_CPP_INCLUDE_VECTOR3_HPP_ #define RAYLIB_CPP_INCLUDE_VECTOR3_HPP_ #ifndef RAYLIB_CPP_NO_MATH #include #endif #include "./raylib.hpp" #include "./raymath.hpp" #include "./raylib-cpp-utils.hpp" namespace raylib { /** * Vector3 type */ class Vector3 : public ::Vector3 { public: Vector3(const ::Vector3& vec) : ::Vector3{vec.x, vec.y, vec.z} {} Vector3(float x, float y, float z) : ::Vector3{x, y, z} {} Vector3(float x, float y) : ::Vector3{x, y, 0} {} Vector3(float x) : ::Vector3{x, 0, 0} {} Vector3() {} Vector3(::Color color) { set(ColorToHSV(color)); } GETTERSETTER(float, X, x) GETTERSETTER(float, Y, y) GETTERSETTER(float, Z, z) Vector3& operator=(const ::Vector3& vector3) { set(vector3); return *this; } bool operator==(const ::Vector3& other) { return x == other.x && y == other.y && z == other.z; } bool operator!=(const ::Vector3& other) { return !(*this == other); } #ifndef RAYLIB_CPP_NO_MATH /** * Add two vectors */ inline Vector3 Add(const ::Vector3& vector3) { return Vector3Add(*this, vector3); } /** * Add two vectors */ inline Vector3 operator+(const ::Vector3& vector3) { return Vector3Add(*this, vector3); } Vector3& operator+=(const ::Vector3& vector3) { set(Vector3Add(*this, vector3)); return *this; } /** * Subtract two vectors. */ inline Vector3 Subtract(const ::Vector3& vector3) { return Vector3Subtract(*this, vector3); } /** * Subtract two vectors. */ inline Vector3 operator-(const ::Vector3& vector3) { return Vector3Subtract(*this, vector3); } Vector3& operator-=(const ::Vector3& vector3) { set(Vector3Subtract(*this, vector3)); return *this; } /** * Negate provided vector (invert direction) */ inline Vector3 Negate() { return Vector3Negate(*this); } /** * Negate provided vector (invert direction) */ inline Vector3 operator-() { return Vector3Negate(*this); } /** * Multiply vector by vector */ inline Vector3 Multiply(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); } /** * Multiply vector by vector */ inline Vector3 operator*(const ::Vector3& vector3) const { return Vector3Multiply(*this, vector3); } /** * Multiply vector by vector */ Vector3& operator*=(const ::Vector3& vector3) { set(Vector3Multiply(*this, vector3)); return *this; } /** * Multiply vector by scalar */ inline Vector3 Scale(const float scaler) const { return Vector3Scale(*this, scaler); } /** * Multiply vector by scalar */ inline Vector3 operator*(const float scaler) const { return Vector3Scale(*this, scaler); } /** * Multiply vector by scalar */ Vector3& operator*=(const float scaler) { set(Vector3Scale(*this, scaler)); return *this; } /** * Divide vector by vector */ inline Vector3 Divide(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); } /** * Divide vector by vector */ inline Vector3 operator/(const ::Vector3& vector3) const { return Vector3Divide(*this, vector3); } /** * Divide vector by vector */ Vector3& operator/=(const ::Vector3& vector3) { x /= vector3.x; y /= vector3.y; z /= vector3.z; return *this; } /** * Divide a vector by a value. */ inline Vector3 Divide(const float div) const { return ::Vector3{x / div, y / div, z / div}; } /** * Divide a vector by a value. */ inline Vector3 operator/(const float div) const { return Divide(div); } /** * Divide a vector by a value. */ Vector3& operator/=(const float div) { x /= div; y /= div; z /= div; return *this; } /** * Calculate vector length */ inline float Length() const { return Vector3Length(*this); } inline Vector3 Normalize() const { return Vector3Normalize(*this); } inline float DotProduct(const ::Vector3& vector3) { return Vector3DotProduct(*this, vector3); } inline float Distance(const ::Vector3& vector3) const { return Vector3Distance(*this, vector3); } inline Vector3 Lerp(const ::Vector3& vector3, const float amount) const { return Vector3Lerp(*this, vector3, amount); } inline Vector3 CrossProduct(const ::Vector3& vector3) const { return Vector3CrossProduct(*this, vector3); } inline Vector3 Perpendicular() const { return Vector3Perpendicular(*this); } inline void OrthoNormalize(::Vector3* vector3) { Vector3OrthoNormalize(this, vector3); } inline Vector3 Transform(const ::Matrix& matrix) const { return Vector3Transform(*this, matrix); } inline Vector3 RotateByQuaternion(const ::Quaternion& quaternion) { return Vector3RotateByQuaternion(*this, quaternion); } inline Vector3 Reflect(const ::Vector3& normal) const { return Vector3Reflect(*this, normal); } inline Vector3 Min(const ::Vector3& vector3) { return Vector3Min(*this, vector3); } inline Vector3 Max(const ::Vector3& vector3) { return Vector3Max(*this, vector3); } inline Vector3 Barycenter(const ::Vector3& a, const ::Vector3& b, const ::Vector3& c) { return Vector3Barycenter(*this, a, b, c); } static inline Vector3 Zero() { return Vector3Zero(); } static inline Vector3 One() { return Vector3One(); } #endif inline void DrawLine3D(const ::Vector3& endPos, ::Color color) const { ::DrawLine3D(*this, endPos, color); } inline void DrawPoint3D(::Color color) const { ::DrawPoint3D(*this, color); } inline void DrawCircle3D( float radius, const ::Vector3& rotationAxis, float rotationAngle, Color color) const { ::DrawCircle3D(*this, radius, rotationAxis, rotationAngle, color); } inline void DrawCube(float width, float height, float length, ::Color color) const { ::DrawCube(*this, width, height, length, color); } inline void DrawCube(const ::Vector3& size, ::Color color) const { ::DrawCubeV(*this, size, color); } inline void DrawCubeWires(float width, float height, float length, ::Color color) const { ::DrawCubeWires(*this, width, height, length, color); } inline void DrawCubeWires(const ::Vector3& size, ::Color color) const { ::DrawCubeWiresV(*this, size, color); } inline void DrawSphere(float radius, ::Color color) const { ::DrawSphere(*this, radius, color); } inline void DrawSphere(float radius, int rings, int slices, ::Color color) const { ::DrawSphereEx(*this, radius, rings, slices, color); } inline void DrawSphereWires(float radius, int rings, int slices, ::Color color) const { ::DrawSphereWires(*this, radius, rings, slices, color); } inline void DrawCylinder(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const { ::DrawCylinder(*this, radiusTop, radiusBottom, height, slices, color); } inline void DrawCylinderWires(float radiusTop, float radiusBottom, float height, int slices, ::Color color) const { ::DrawCylinderWires(*this, radiusTop, radiusBottom, height, slices, color); } inline void DrawPlane(const ::Vector2& size, ::Color color) const { ::DrawPlane(*this, size, color); } /** * Detect collision between two spheres */ inline bool CheckCollision(float radius1, const ::Vector3& center2, float radius2) { return CheckCollisionSpheres(*this, radius1, center2, radius2); } private: void set(const ::Vector3& vec) { x = vec.x; y = vec.y; z = vec.z; } }; } // namespace raylib using RVector3 = raylib::Vector3; #endif // RAYLIB_CPP_INCLUDE_VECTOR3_HPP_