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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;
- }
- operator String() const
- {
- return String(); // @Todo
- }
- };
- Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
- {
- return p_vec * p_scalar;
- }
- Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
- return p_a.cross(p_b);
- }
- }
- #endif // VECTOR3_H
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