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@@ -165,6 +165,11 @@ struct Vector3 {
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z + (p_t * (p_b.z - z)));
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z + (p_t * (p_b.z - z)));
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}
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}
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+ inline Vector3 slerp(const Vector3 &p_b, real_t p_t) const {
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+ real_t theta = angle_to(p_b);
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+ return rotated(cross(p_b).normalized(), theta * p_t);
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+ }
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+
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Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const;
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Vector3 cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const;
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Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const {
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Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const {
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@@ -206,6 +211,10 @@ struct Vector3 {
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return x * b.x + y * b.y + z * b.z;
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return x * b.x + y * b.y + z * b.z;
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}
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}
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+ inline Vector3 project(const Vector3 &p_b) const {
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+ return p_b * (dot(p_b) / p_b.length_squared());
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+ }
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+
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inline real_t angle_to(const Vector3 &b) const {
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inline real_t angle_to(const Vector3 &b) const {
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return std::atan2(cross(b).length(), dot(b));
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return std::atan2(cross(b).length(), dot(b));
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}
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}
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