Guide to Game Development/Theory/Game logic/Creating a Vector3 class
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This is an outline of what a Vector3 class could look like, written in C++:
Vector3.h:
class Vector3
{
public:
float x, y, z;
//Presets
static const Vector3 Null;
static const Vector3 Up;
static const Vector3 Down;
static const Vector3 Left;
static const Vector3 Right;
static const Vector3 Forwards;
static const Vector3 Backwards;
//Constructors
Vector3();
Vector3(float x, float y, float z);
void ToArray(float* coords); //Fills the passed in array with the vector information. [0] = x, [1] = y, [2] = z
float Length(); //Finds the magnitude of the vector
float LengthSqr(); //Uses less resources, can be used for comparisons, finds the square of the length
//Operator overloading
Vector3 operator+(Vector3 v);
Vector3 operator-(Vector3 v);
void operator+=(Vector3 v);
void operator-=(Vector3 v);
Vector3 operator*(int s);
Vector3 operator/(int s);
void operator*=(int s);
void operator/=(int s);
//Dot product, angle between and cross product
float Dot(Vector3 v); //Dot product with self and other vector
float Dot(Vector3 a, Vector3 b); //Dot product with two vectors
float FindAngle(Vector3 v); //Find the angle between between self another vector
float FindAngle(Vector3 a, Vector3 b); //Find the angle between two vectors
Vector3 Cross(Vector3 a, Vector3 b); //Cross product with two vectors
Vector3 Cross(Vector3 v); //Cross product with self and other vector
};
Vector3.cpp:
#include <cmath>
#include "Vector3.h"
const Vector3 Vector3::Null;
const Vector3 Vector3::Up(0,1,0);
const Vector3 Vector3::Down(0,-1,0);
const Vector3 Vector3::Left(1,0,0);
const Vector3 Vector3::Right(-1,0,0);
const Vector3 Vector3::Forwards(0,0,1);
const Vector3 Vector3::Backwards(0,0,-1);
Vector3::Vector3(){
}
Vector3::Vector3(float x, float y, float z){
Vector3::x = x;
Vector3::y = y;
Vector3::z = z;
}
void Vector3::ToArray(float* coords){
coords[0] = x;
coords[1] = y;
coords[2] = z;
}
float Vector3::Length(){
return sqrtf(pow(x,2)+pow(y,2)+pow(z,2));
}
float Vector3::LengthSqr(){
return pow(x,2)+pow(y,2)+pow(z,2);
}
Vector3 Vector3::operator+(Vector3 v){
Vector3 ret(x + v.x, y + v.y, z + v.z);
return ret;
}
Vector3 Vector3::operator-(Vector3 v){
Vector3 ret(x - v.x, y - v.y, z - v.z);
return ret;
}
void Vector3::operator+=(Vector3 v){
*this = *this + v; //Calling it's own + overload
}
void Vector3::operator-=(Vector3 v){
*this = *this - v; //Calling it's own - overload
}
Vector3 Vector3::operator*(int s){
Vector3 ret(x*s, y*s, z*s);
return ret;
}
Vector3 Vector3::operator/(int s){
Vector3 ret(x/s, y/s, z/s);
return ret;
}
void Vector3::operator*=(int s){
*this = *this * s; //Calling it's own * overload
}
void Vector3::operator/=(int s){
*this = *this / s; //Calling it's own / overload
}
float Vector3::Dot(Vector3 v){
return x*v.x + y+v.y + z*v.z;
}
float Vector3::Dot(Vector3 a, Vector3 b){
return a.x*b.x + a.y+b.y + a.z*b.z;
}
float Vector3::FindAngle(Vector3 v){
return (this->Dot(v))/(float)(this->Length() * v.Length());
}
float Vector3::FindAngle(Vector3 a,Vector3 b){
return (a.Dot(b))/(float)(a.Length() * b.Length());
}
Vector3 Vector3::Cross(Vector3 a, Vector3 b){
Vector3 c(
a.y*b.z-a.z*b.y,
a.z*b.x-a.x*b.z,
a.x*b.y-a.y*b.x);
return c;
}
Vector3 Vector3::Cross(Vector3 v){
Vector3 c(
y*v.z-z*v.y,
z*v.x-x*v.z,
x*v.y-y*v.x);
return c;
}