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- #include "Vector3.hpp"
- #include "String.hpp"
- #include <stdlib.h>
- #include <cmath>
- #include "Basis.hpp"
- namespace godot {
- Vector3::Vector3(real_t x, real_t y, real_t z)
- {
- this->x = x;
- this->y = y;
- this->z = z;
- }
- Vector3::Vector3()
- {
- this->x = 0;
- this->y = 0;
- this->z = 0;
- }
- Vector3::Vector3(const Vector3& b)
- {
- this->x = b.x;
- this->y = b.y;
- this->z = b.z;
- }
- const real_t& Vector3::operator[](int p_axis) const
- {
- return coord[p_axis];
- }
- real_t& Vector3::operator[](int p_axis)
- {
- return coord[p_axis];
- }
- Vector3& Vector3::operator+=(const Vector3& p_v)
- {
- x += p_v.x;
- y += p_v.y;
- z += p_v.z;
- return *this;
- }
- Vector3 Vector3::operator+(const Vector3& p_v) const
- {
- Vector3 v = *this;
- v += p_v;
- return v;
- }
- Vector3& Vector3::operator-=(const Vector3& p_v)
- {
- x -= p_v.x;
- y -= p_v.y;
- z -= p_v.z;
- return *this;
- }
- Vector3 Vector3::operator-(const Vector3& p_v) const
- {
- Vector3 v = *this;
- v -= p_v;
- return v;
- }
- Vector3& Vector3::operator*=(const Vector3& p_v)
- {
- x *= p_v.x;
- y *= p_v.y;
- z *= p_v.z;
- return *this;
- }
- Vector3 Vector3::operator*(const Vector3& p_v) const
- {
- Vector3 v = *this;
- v *= p_v;
- return v;
- }
- Vector3& Vector3::operator/=(const Vector3& p_v)
- {
- x /= p_v.x;
- y /= p_v.y;
- z /= p_v.z;
- return *this;
- }
- Vector3 Vector3::operator/(const Vector3& p_v) const
- {
- Vector3 v = *this;
- v /= p_v;
- return v;
- }
- Vector3& Vector3::operator*=(real_t p_scalar)
- {
- *this *= Vector3(p_scalar, p_scalar, p_scalar);
- return *this;
- }
- Vector3 Vector3::operator*(real_t p_scalar) const
- {
- Vector3 v = *this;
- v *= p_scalar;
- return v;
- }
- Vector3& Vector3::operator/=(real_t p_scalar)
- {
- *this /= Vector3(p_scalar, p_scalar, p_scalar);
- return *this;
- }
- Vector3 Vector3::operator/(real_t p_scalar) const
- {
- Vector3 v = *this;
- v /= p_scalar;
- return v;
- }
- Vector3 Vector3::operator-() const
- {
- return Vector3(-x, -y, -z);
- }
- bool Vector3::operator==(const Vector3& p_v) const
- {
- return (x==p_v.x && y==p_v.y && z==p_v.z);
- }
- bool Vector3::operator!=(const Vector3& p_v) const
- {
- return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
- }
- bool Vector3::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 Vector3::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 Vector3::abs() const
- {
- return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
- }
- Vector3 Vector3::ceil() const
- {
- return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
- }
- Vector3 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 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 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 Vector3::length() const
- {
- real_t x2=x*x;
- real_t y2=y*y;
- real_t z2=z*z;
- return ::sqrt(x2+y2+z2);
- }
- real_t Vector3::length_squared() const
- {
- real_t x2=x*x;
- real_t y2=y*y;
- real_t z2=z*z;
- return x2+y2+z2;
- }
- real_t Vector3::distance_squared_to(const Vector3& b) const
- {
- return (b-*this).length();
- }
- real_t Vector3::distance_to(const Vector3& b) const
- {
- return (b-*this).length_squared();
- }
- real_t Vector3::dot(const Vector3& b) const
- {
- return x*b.x + y*b.y + z*b.z;
- }
- Vector3 Vector3::floor() const
- {
- return Vector3(::floor(x), ::floor(y), ::floor(z));
- }
- Vector3 Vector3::inverse() const
- {
- return Vector3( 1.0/x, 1.0/y, 1.0/z );
- }
- int Vector3::max_axis() const
- {
- return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
- }
- int Vector3::min_axis() const
- {
- return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
- }
- void Vector3::normalize()
- {
- real_t l=length();
- if (l==0) {
- x=y=z=0;
- } else {
- x/=l;
- y/=l;
- z/=l;
- }
- }
- Vector3 Vector3::normalized() const
- {
- Vector3 v = *this;
- v.normalize();
- return v;
- }
- Vector3 Vector3::reflect(const Vector3& by) const
- {
- return by - *this * this->dot(by) * 2.0;
- }
- Vector3 Vector3::rotated(const Vector3& axis, const real_t phi) const
- {
- Vector3 v = *this;
- v.rotate(axis, phi);
- return v;
- }
- void Vector3::rotate(const Vector3& p_axis,real_t p_phi)
- {
- *this=Basis(p_axis,p_phi).xform(*this);
- }
- Vector3 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 Vector3::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 Vector3::snapped(const float by)
- {
- Vector3 v = *this;
- v.snap(by);
- return v;
- }
- Vector3::operator String() const
- {
- return String(); // @Todo
- }
- }
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