classicube_sys\vectors\vec/
mod.rs1mod ops;
2
3use crate::{
4 bindings::*,
5 std_types::{c_float, cosf, floorf, sinf, sqrtf},
6 Vec3_IsZero, Vec3_Set,
7};
8
9impl Vec3 {
10 pub const fn new(x: c_float, y: c_float, z: c_float) -> Self {
11 Self { x, y, z }
12 }
13
14 pub const fn zero() -> Self {
15 Self {
16 x: 0.0,
17 y: 0.0,
18 z: 0.0,
19 }
20 }
21
22 pub const fn big_pos() -> Self {
23 Vec3_BigPos()
24 }
25
26 pub const fn create(x: c_float, y: c_float, z: c_float) -> Self {
27 Vec3_Create3(x, y, z)
28 }
29
30 pub fn set(&mut self, x: c_float, y: c_float, z: c_float) {
31 Vec3_Set!(self, x, y, z);
32 }
33
34 pub fn is_zero(&self) -> bool {
35 Vec3_IsZero!(self)
36 }
37
38 pub fn length_squared(&self) -> c_float {
39 Vec3_LengthSquared(self)
40 }
41
42 #[must_use]
43 pub fn lerp(&self, b: Vec3, blend: c_float) -> Self {
44 let mut result = Self::zero();
45 Vec3_Lerp(&mut result, self, &b, blend);
46 result
47 }
48
49 #[must_use]
50 pub fn normalize(&self) -> Self {
51 let mut result = Self::zero();
52 Vec3_Normalize(&mut result, self);
53 result
54 }
55
56 #[must_use]
57 pub fn transform(&self, mat: Matrix) -> Self {
58 let mut result = Self::zero();
59 Vec3_Transform(&mut result, self, &mat);
60 result
61 }
62
63 pub fn transform_y(y: c_float, mat: Matrix) -> Self {
64 let mut result = Self::zero();
65 Vec3_TransformY(&mut result, y, &mat);
66 result
67 }
68
69 pub fn rotate_x(v: Vec3, angle: c_float) -> Self {
70 Vec3_RotateX(v, angle)
71 }
72
73 pub fn rotate_y(v: Vec3, angle: c_float) -> Self {
74 Vec3_RotateY(v, angle)
75 }
76
77 pub fn rotate_y3(x: c_float, y: c_float, z: c_float, angle: c_float) -> Self {
78 Vec3_RotateY3(x, y, z, angle)
79 }
80
81 pub fn rotate_z(v: Vec3, angle: c_float) -> Self {
82 Vec3_RotateZ(v, angle)
83 }
84
85 pub fn floor(&self) -> IVec3 {
86 let mut result = IVec3::zero();
87 IVec3_Floor(&mut result, self);
88 result
89 }
90
91 pub fn get_dir_vector(yawRad: c_float, pitchRad: c_float) -> Self {
92 Vec3_GetDirVector(yawRad, pitchRad)
93 }
94}
95
96pub const fn Vec3_BigPos() -> Vec3 {
97 Vec3 {
98 x: 1e25_f32,
99 y: 1e25_f32,
100 z: 1e25_f32,
101 }
102}
103
104pub const fn Vec3_Create3(x: c_float, y: c_float, z: c_float) -> Vec3 {
105 Vec3 { x, y, z }
106}
107
108pub fn Vec3_LengthSquared(v: &Vec3) -> c_float {
112 v.x * v.x + v.y * v.y + v.z * v.z
113}
114
115pub fn Vec3_Lerp(result: &mut Vec3, a: &Vec3, b: &Vec3, blend: c_float) {
117 result.x = blend * (b.x - a.x) + a.x;
118 result.y = blend * (b.y - a.y) + a.y;
119 result.z = blend * (b.z - a.z) + a.z;
120}
121
122pub fn Vec3_Normalize(result: &mut Vec3, a: &Vec3) {
124 let lenSquared = a.x * a.x + a.y * a.y + a.z * a.z;
125 let scale = 1.0 / sqrtf(lenSquared);
126 result.x = a.x * scale;
127 result.y = a.y * scale;
128 result.z = a.z * scale;
129}
130
131pub fn Vec3_Transform(result: &mut Vec3, a: &Vec3, mat: &Matrix) {
133 let x = a.x * mat.row1.x + a.y * mat.row2.x + a.z * mat.row3.x + mat.row4.x;
135 let y = a.x * mat.row1.y + a.y * mat.row2.y + a.z * mat.row3.y + mat.row4.y;
136 let z = a.x * mat.row1.z + a.y * mat.row2.z + a.z * mat.row3.z + mat.row4.z;
137 result.x = x;
138 result.y = y;
139 result.z = z;
140}
141
142pub fn Vec3_TransformY(result: &mut Vec3, y: c_float, mat: &Matrix) {
144 result.x = y * mat.row2.x + mat.row4.x;
145 result.y = y * mat.row2.y + mat.row4.y;
146 result.z = y * mat.row2.z + mat.row4.z;
147}
148
149pub fn Vec3_RotateX(v: Vec3, angle: c_float) -> Vec3 {
150 let cosA = cosf(angle);
151 let sinA = sinf(angle);
152 Vec3_Create3(v.x, cosA * v.y + sinA * v.z, -sinA * v.y + cosA * v.z)
153}
154
155pub fn Vec3_RotateY(v: Vec3, angle: c_float) -> Vec3 {
156 let cosA = cosf(angle);
157 let sinA = sinf(angle);
158 Vec3_Create3(cosA * v.x - sinA * v.z, v.y, sinA * v.x + cosA * v.z)
159}
160
161pub fn Vec3_RotateY3(x: c_float, y: c_float, z: c_float, angle: c_float) -> Vec3 {
162 let cosA = cosf(angle);
163 let sinA = sinf(angle);
164 Vec3_Create3(cosA * x - sinA * z, y, sinA * x + cosA * z)
165}
166
167pub fn Vec3_RotateZ(v: Vec3, angle: c_float) -> Vec3 {
168 let cosA = cosf(angle);
169 let sinA = sinf(angle);
170 Vec3_Create3(cosA * v.x + sinA * v.y, -sinA * v.x + cosA * v.y, v.z)
171}
172
173pub fn Vec3_Equals(a: &Vec3, b: &Vec3) -> bool {
175 #[allow(clippy::float_cmp)]
176 {
177 a.x == b.x && a.y == b.y && a.z == b.z
178 }
179}
180
181pub fn IVec3_Floor(result: &mut IVec3, a: &Vec3) {
182 result.x = floorf(a.x) as _;
183 result.y = floorf(a.y) as _;
184 result.z = floorf(a.z) as _;
185}
186
187pub fn Vec3_GetDirVector(yawRad: c_float, pitchRad: c_float) -> Vec3 {
189 let x = -cosf(pitchRad) * -sinf(yawRad);
190 let y = -sinf(pitchRad);
191 let z = -cosf(pitchRad) * cosf(yawRad);
192 Vec3_Create3(x, y, z)
193}