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Added Vector3.h

Karroffel 8 years ago
parent
commit
a1cb3d197f
1 changed files with 392 additions and 0 deletions
  1. 392 0
      include/godot/core/Vector3.h

+ 392 - 0
include/godot/core/Vector3.h

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+#ifndef VECTOR3_H
+#define VECTOR3_H
+
+typedef float real_t;
+
+#include "String.h"
+
+#include <cmath>
+
+typedef float real_t; // @Todo move this to a global Godot.h
+
+namespace godot {
+
+
+struct Vector3 {
+
+	enum Axis {
+		AXIS_X,
+		AXIS_Y,
+		AXIS_Z,
+	};
+
+	union {
+		struct {
+			real_t x;
+			real_t y;
+			real_t z;
+		};
+
+		real_t coord[3];
+	};
+
+	Vector3(real_t x, real_t y, real_t z)
+	{
+		this->x = x;
+		this->y = y;
+		this->z = z;
+	}
+
+	Vector3()
+	{
+		this->x = 0;
+		this->y = 0;
+		this->z = 0;
+	}
+
+	Vector3(const Vector3& b)
+	{
+		this->x = b.x;
+		this->y = b.y;
+		this->z = b.z;
+	}
+
+	const real_t& operator[](int p_axis) const
+	{
+		return coord[p_axis];
+	}
+
+	real_t& operator[](int p_axis)
+	{
+		return coord[p_axis];
+	}
+
+	Vector3& operator+=(const Vector3& p_v)
+	{
+		x += p_v.x;
+		y += p_v.y;
+		z += p_v.z;
+		return *this;
+	}
+
+	Vector3 operator+(const Vector3& p_v) const
+	{
+		Vector3 v = *this;
+		v += p_v;
+		return v;
+	}
+
+	Vector3& operator-=(const Vector3& p_v)
+	{
+		x -= p_v.x;
+		y -= p_v.y;
+		z -= p_v.z;
+		return *this;
+	}
+
+	Vector3 operator-(const Vector3& p_v) const
+	{
+		Vector3 v = *this;
+		v -= p_v;
+		return v;
+	}
+
+	Vector3& operator*=(const Vector3& p_v)
+	{
+		x *= p_v.x;
+		y *= p_v.y;
+		z *= p_v.z;
+		return *this;
+	}
+
+	Vector3 operator*(const Vector3& p_v) const
+	{
+		Vector3 v = *this;
+		v *= p_v;
+		return v;
+	}
+
+	Vector3& operator/=(const Vector3& p_v)
+	{
+		x /= p_v.x;
+		y /= p_v.y;
+		z /= p_v.z;
+		return *this;
+	}
+
+	Vector3 operator/(const Vector3& p_v) const
+	{
+		Vector3 v = *this;
+		v /= p_v;
+		return v;
+	}
+
+
+	Vector3& operator*=(real_t p_scalar)
+	{
+		*this *= Vector3(p_scalar, p_scalar, p_scalar);
+		return *this;
+	}
+
+	Vector3 operator*(real_t p_scalar) const
+	{
+		Vector3 v = *this;
+		v *= p_scalar;
+		return v;
+	}
+
+	Vector3& operator/=(real_t p_scalar)
+	{
+		*this /= Vector3(p_scalar, p_scalar, p_scalar);
+		return *this;
+	}
+
+	Vector3 operator/(real_t p_scalar) const
+	{
+		Vector3 v = *this;
+		v /= p_scalar;
+		return v;
+	}
+
+	Vector3 operator-() const
+	{
+		return Vector3(-x, -y, -z);
+	}
+
+	bool operator==(const Vector3& p_v) const
+	{
+		return (x==p_v.x && y==p_v.y && z==p_v.z);
+	}
+
+	bool operator!=(const Vector3& p_v) const
+	{
+		return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
+	}
+
+	bool operator<(const Vector3& p_v) const
+	{
+		if (x==p_v.x) {
+			if (y==p_v.y)
+				return z<p_v.z;
+			else
+				return y<p_v.y;
+		} else {
+			return x<p_v.x;
+		}
+	}
+
+	bool operator<=(const Vector3& p_v) const
+	{
+		if (x==p_v.x) {
+			if (y==p_v.y)
+				return z<=p_v.z;
+			else
+				return y<p_v.y;
+		} else {
+			return x<p_v.x;
+		}
+	}
+
+	Vector3 abs() const
+	{
+		return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
+	}
+
+	Vector3 ceil() const
+	{
+		return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
+	}
+
+	Vector3 cross(const Vector3& b) const
+	{
+		Vector3 ret (
+			(y * b.z) - (z * b.y),
+			(z * b.x) - (x * b.z),
+			(x * b.y) - (y * b.x)
+		);
+
+		return ret;
+	}
+
+	Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const
+	{
+		return Vector3(
+			x+(p_t * (p_b.x-x)),
+			y+(p_t * (p_b.y-y)),
+			z+(p_t * (p_b.z-z))
+		);
+	}
+
+	Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const
+	{
+		Vector3 p0=pre_a;
+		Vector3 p1=*this;
+		Vector3 p2=b;
+		Vector3 p3=post_b;
+
+		real_t t2 = t * t;
+		real_t t3 = t2 * t;
+
+		Vector3 out;
+		out = ( ( p1 * 2.0) +
+		( -p0 + p2 ) * t +
+		( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
+		( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
+		return out;
+	}
+
+	real_t length() const
+	{
+		real_t x2=x*x;
+		real_t y2=y*y;
+		real_t z2=z*z;
+
+		return ::sqrt(x2+y2+z2);
+	}
+
+	real_t length_squared() const
+	{
+		real_t x2=x*x;
+		real_t y2=y*y;
+		real_t z2=z*z;
+
+		return x2+y2+z2;
+	}
+
+	real_t distance_squared_to(const Vector3& b) const
+	{
+		return (b-*this).length();
+	}
+
+	real_t distance_to(const Vector3& b) const
+	{
+		return (b-*this).length_squared();
+	}
+
+	real_t dot(const Vector3& b) const
+	{
+		return x*b.x + y*b.y + z*b.z;
+	}
+
+	Vector3 floor() const
+	{
+		return Vector3(::floor(x), ::floor(y), ::floor(z));
+	}
+
+	Vector3 inverse() const
+	{
+		return Vector3( 1.0/x, 1.0/y, 1.0/z );
+	}
+
+
+
+
+	int max_axis() const
+	{
+		return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
+	}
+
+	int min_axis() const
+	{
+		return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
+	}
+
+	void normalize()
+	{
+		real_t l=length();
+		if (l==0) {
+			x=y=z=0;
+		} else {
+			x/=l;
+			y/=l;
+			z/=l;
+		}
+	}
+
+	Vector3 normalized() const
+	{
+		Vector3 v = *this;
+		v.normalize();
+		return v;
+	}
+
+	Vector3 reflect(const Vector3& by) const
+	{
+		return by - *this * this->dot(by) * 2.0;
+	}
+
+	Vector3 rotated(const Vector3& axis, const real_t phi) const
+	{
+		Vector3 v = *this;
+		v.rotate(axis, phi);
+		return v;
+	}
+
+	void rotate(const Vector3& p_axis,real_t p_phi)
+	{
+		// this is ugly, but I don't want to deal with C++ header inclusion order issues
+
+		// this is what is happening here
+
+		// *this=Basis(p_axis,p_phi).xform(*this);
+
+		Vector3 elements[3];
+
+		Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z);
+
+		real_t cosine= ::cos(p_phi);
+		real_t sine= ::sin(p_phi);
+
+		elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
+		elements[0][1] = p_axis.x * p_axis.y *  ( 1.0 - cosine ) - p_axis.z * sine;
+		elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
+
+		elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
+		elements[1][1] = axis_sq.y + cosine  * ( 1.0 - axis_sq.y );
+		elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
+
+		elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
+		elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
+		elements[2][2] = axis_sq.z + cosine  * ( 1.0 - axis_sq.z );
+
+		*this = Vector3(
+			elements[0].dot(*this),
+			elements[1].dot(*this),
+			elements[2].dot(*this)
+		);
+
+	}
+
+	Vector3 slide(const Vector3& by) const
+	{
+		return by - *this * this->dot(by);
+	}
+
+// this is ugly as well, but hey, I'm a simple man
+#define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
+
+	void snap(real_t p_val)
+	{
+		x = _ugly_stepify(x,p_val);
+		y = _ugly_stepify(y,p_val);
+		z = _ugly_stepify(z,p_val);
+	}
+
+#undef _ugly_stepify
+
+	Vector3 snapped(const float by)
+	{
+		Vector3 v = *this;
+		v.snap(by);
+		return v;
+	}
+};
+
+Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
+{
+	return p_vec * p_scalar;
+}
+
+}
+
+#endif // VECTOR3_H