Vector3.hpp 2.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142
  1. #ifndef VECTOR3_H
  2. #define VECTOR3_H
  3. #include "Defs.hpp"
  4. #include "String.hpp"
  5. namespace godot {
  6. class Basis;
  7. struct Vector3 {
  8. enum Axis {
  9. AXIS_X,
  10. AXIS_Y,
  11. AXIS_Z,
  12. };
  13. union {
  14. struct {
  15. real_t x;
  16. real_t y;
  17. real_t z;
  18. };
  19. real_t coord[3];
  20. };
  21. Vector3(real_t x, real_t y, real_t z);
  22. Vector3();
  23. const real_t& operator[](int p_axis) const;
  24. real_t& operator[](int p_axis);
  25. Vector3& operator+=(const Vector3& p_v);
  26. Vector3 operator+(const Vector3& p_v) const;
  27. Vector3& operator-=(const Vector3& p_v);
  28. Vector3 operator-(const Vector3& p_v) const;
  29. Vector3& operator*=(const Vector3& p_v);
  30. Vector3 operator*(const Vector3& p_v) const;
  31. Vector3& operator/=(const Vector3& p_v);
  32. Vector3 operator/(const Vector3& p_v) const;
  33. Vector3& operator*=(real_t p_scalar);
  34. Vector3 operator*(real_t p_scalar) const;
  35. Vector3& operator/=(real_t p_scalar);
  36. Vector3 operator/(real_t p_scalar) const;
  37. Vector3 operator-() const;
  38. bool operator==(const Vector3& p_v) const;
  39. bool operator!=(const Vector3& p_v) const;
  40. bool operator<(const Vector3& p_v) const;
  41. bool operator<=(const Vector3& p_v) const;
  42. Vector3 abs() const;
  43. Vector3 ceil() const;
  44. Vector3 cross(const Vector3& b) const;
  45. Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const;
  46. Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const;
  47. Vector3 bounce(const Vector3& p_normal) const;
  48. real_t length() const;
  49. real_t length_squared() const;
  50. real_t distance_squared_to(const Vector3& b) const;
  51. real_t distance_to(const Vector3& b) const;
  52. real_t dot(const Vector3& b) const;
  53. real_t angle_to(const Vector3& b) const;
  54. Vector3 floor() const;
  55. Vector3 inverse() const;
  56. bool is_normalized() const;
  57. Basis outer(const Vector3& b) const;
  58. int max_axis() const;
  59. int min_axis() const;
  60. void normalize();
  61. Vector3 normalized() const;
  62. Vector3 reflect(const Vector3& by) const;
  63. Vector3 rotated(const Vector3& axis, const real_t phi) const;
  64. void rotate(const Vector3& p_axis,real_t p_phi);
  65. Vector3 slide(const Vector3& by) const;
  66. void snap(real_t p_val);
  67. Vector3 snapped(const float by);
  68. operator String() const;
  69. };
  70. inline Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
  71. {
  72. return p_vec * p_scalar;
  73. }
  74. inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
  75. return p_a.cross(p_b);
  76. }
  77. }
  78. #endif // VECTOR3_H