mirror of
https://github.com/DarkflameUniverse/DarkflameServer.git
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a0d51e21ca
* allow usage of NiPoint3 and NiQuaternion in constexpr context * removed .cpp files entirely * moving circular dependency circumvention stuff to an .inl file * real world usage!!!!! * reverting weird branch cross-pollination * removing more weird branch cross-pollination * remove comment * added inverse header guard to inl file * Update NiPoint3.inl * trying different constructor syntax * reorganize into .inl files for readability * uncomment include * moved non-constexpr definitions to cpp file * moved static definitions back to inl files * testing fix * moved constants into seperate namespace * Undo change in build-and-test.yml * nodiscard
58 lines
1.6 KiB
C++
58 lines
1.6 KiB
C++
#include "NiPoint3.h"
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// C++
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#include <cmath>
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// MARK: Member Functions
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//! Gets the length of the vector
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float NiPoint3::Length() const {
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return std::sqrt(x * x + y * y + z * z);
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}
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//! Unitize the vector
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NiPoint3 NiPoint3::Unitize() const {
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float length = this->Length();
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return length != 0 ? *this / length : NiPoint3Constant::ZERO;
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}
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// MARK: Helper Functions
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float NiPoint3::Angle(const NiPoint3& a, const NiPoint3& b) {
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const auto dot = a.DotProduct(b);
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const auto lenA = a.SquaredLength();
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const auto lenB = a.SquaredLength();
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return acos(dot / sqrt(lenA * lenB));
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}
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float NiPoint3::Distance(const NiPoint3& a, const NiPoint3& b) {
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const auto dx = a.x - b.x;
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const auto dy = a.y - b.y;
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const auto dz = a.z - b.z;
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return std::sqrt(dx * dx + dy * dy + dz * dz);
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}
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NiPoint3 NiPoint3::MoveTowards(const NiPoint3& current, const NiPoint3& target, const float maxDistanceDelta) {
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float dx = target.x - current.x;
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float dy = target.y - current.y;
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float dz = target.z - current.z;
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float lengthSquared = static_cast<float>(
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static_cast<double>(dx) * static_cast<double>(dx) +
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static_cast<double>(dy) * static_cast<double>(dy) +
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static_cast<double>(dz) * static_cast<double>(dz)
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);
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if (static_cast<double>(lengthSquared) == 0.0
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|| static_cast<double>(maxDistanceDelta) >= 0.0
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&& static_cast<double>(lengthSquared)
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<= static_cast<double>(maxDistanceDelta) * static_cast<double>(maxDistanceDelta)) {
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return target;
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}
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float length = std::sqrt(lengthSquared);
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return NiPoint3(current.x + dx / length * maxDistanceDelta, current.y + dy / length * maxDistanceDelta, current.z + dz / length * maxDistanceDelta);
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}
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