Vector3.cpp 5.6 KB

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  1. #include "Vector3.hpp"
  2. #include "String.hpp"
  3. #include <stdlib.h>
  4. #include <cmath>
  5. #include "Basis.hpp"
  6. namespace godot {
  7. Vector3::Vector3(real_t x, real_t y, real_t z) {
  8. this->x = x;
  9. this->y = y;
  10. this->z = z;
  11. }
  12. Vector3::Vector3() {
  13. this->x = 0;
  14. this->y = 0;
  15. this->z = 0;
  16. }
  17. const real_t &Vector3::operator[](int p_axis) const {
  18. return coord[p_axis];
  19. }
  20. real_t &Vector3::operator[](int p_axis) {
  21. return coord[p_axis];
  22. }
  23. Vector3 &Vector3::operator+=(const Vector3 &p_v) {
  24. x += p_v.x;
  25. y += p_v.y;
  26. z += p_v.z;
  27. return *this;
  28. }
  29. Vector3 Vector3::operator+(const Vector3 &p_v) const {
  30. Vector3 v = *this;
  31. v += p_v;
  32. return v;
  33. }
  34. Vector3 &Vector3::operator-=(const Vector3 &p_v) {
  35. x -= p_v.x;
  36. y -= p_v.y;
  37. z -= p_v.z;
  38. return *this;
  39. }
  40. Vector3 Vector3::operator-(const Vector3 &p_v) const {
  41. Vector3 v = *this;
  42. v -= p_v;
  43. return v;
  44. }
  45. Vector3 &Vector3::operator*=(const Vector3 &p_v) {
  46. x *= p_v.x;
  47. y *= p_v.y;
  48. z *= p_v.z;
  49. return *this;
  50. }
  51. Vector3 Vector3::operator*(const Vector3 &p_v) const {
  52. Vector3 v = *this;
  53. v *= p_v;
  54. return v;
  55. }
  56. Vector3 &Vector3::operator/=(const Vector3 &p_v) {
  57. x /= p_v.x;
  58. y /= p_v.y;
  59. z /= p_v.z;
  60. return *this;
  61. }
  62. Vector3 Vector3::operator/(const Vector3 &p_v) const {
  63. Vector3 v = *this;
  64. v /= p_v;
  65. return v;
  66. }
  67. Vector3 &Vector3::operator*=(real_t p_scalar) {
  68. *this *= Vector3(p_scalar, p_scalar, p_scalar);
  69. return *this;
  70. }
  71. Vector3 Vector3::operator*(real_t p_scalar) const {
  72. Vector3 v = *this;
  73. v *= p_scalar;
  74. return v;
  75. }
  76. Vector3 &Vector3::operator/=(real_t p_scalar) {
  77. *this /= Vector3(p_scalar, p_scalar, p_scalar);
  78. return *this;
  79. }
  80. Vector3 Vector3::operator/(real_t p_scalar) const {
  81. Vector3 v = *this;
  82. v /= p_scalar;
  83. return v;
  84. }
  85. Vector3 Vector3::operator-() const {
  86. return Vector3(-x, -y, -z);
  87. }
  88. bool Vector3::operator==(const Vector3 &p_v) const {
  89. return (x == p_v.x && y == p_v.y && z == p_v.z);
  90. }
  91. bool Vector3::operator!=(const Vector3 &p_v) const {
  92. return (x != p_v.x || y != p_v.y || z != p_v.z);
  93. }
  94. bool Vector3::operator<(const Vector3 &p_v) const {
  95. if (x == p_v.x) {
  96. if (y == p_v.y)
  97. return z < p_v.z;
  98. else
  99. return y < p_v.y;
  100. } else {
  101. return x < p_v.x;
  102. }
  103. }
  104. bool Vector3::operator<=(const Vector3 &p_v) const {
  105. if (x == p_v.x) {
  106. if (y == p_v.y)
  107. return z <= p_v.z;
  108. else
  109. return y < p_v.y;
  110. } else {
  111. return x < p_v.x;
  112. }
  113. }
  114. Vector3 Vector3::abs() const {
  115. return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
  116. }
  117. Vector3 Vector3::ceil() const {
  118. return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
  119. }
  120. Vector3 Vector3::cross(const Vector3 &b) const {
  121. Vector3 ret(
  122. (y * b.z) - (z * b.y),
  123. (z * b.x) - (x * b.z),
  124. (x * b.y) - (y * b.x));
  125. return ret;
  126. }
  127. Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
  128. return Vector3(
  129. x + (p_t * (p_b.x - x)),
  130. y + (p_t * (p_b.y - y)),
  131. z + (p_t * (p_b.z - z)));
  132. }
  133. Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
  134. Vector3 p0 = pre_a;
  135. Vector3 p1 = *this;
  136. Vector3 p2 = b;
  137. Vector3 p3 = post_b;
  138. real_t t2 = t * t;
  139. real_t t3 = t2 * t;
  140. Vector3 out;
  141. out = ((p1 * 2.0) +
  142. (-p0 + p2) * t +
  143. (p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
  144. (-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
  145. 0.5;
  146. return out;
  147. }
  148. Vector3 Vector3::bounce(const Vector3 &p_normal) const {
  149. return -reflect(p_normal);
  150. }
  151. real_t Vector3::length() const {
  152. real_t x2 = x * x;
  153. real_t y2 = y * y;
  154. real_t z2 = z * z;
  155. return ::sqrt(x2 + y2 + z2);
  156. }
  157. real_t Vector3::length_squared() const {
  158. real_t x2 = x * x;
  159. real_t y2 = y * y;
  160. real_t z2 = z * z;
  161. return x2 + y2 + z2;
  162. }
  163. real_t Vector3::distance_squared_to(const Vector3 &b) const {
  164. return (b - *this).length_squared();
  165. }
  166. real_t Vector3::distance_to(const Vector3 &b) const {
  167. return (b - *this).length();
  168. }
  169. real_t Vector3::dot(const Vector3 &b) const {
  170. return x * b.x + y * b.y + z * b.z;
  171. }
  172. real_t Vector3::angle_to(const Vector3 &b) const {
  173. return std::atan2(cross(b).length(), dot(b));
  174. }
  175. Vector3 Vector3::floor() const {
  176. return Vector3(::floor(x), ::floor(y), ::floor(z));
  177. }
  178. Vector3 Vector3::inverse() const {
  179. return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
  180. }
  181. bool Vector3::is_normalized() const {
  182. return std::abs(length_squared() - 1.0) < 0.00001;
  183. }
  184. Basis Vector3::outer(const Vector3 &b) const {
  185. Vector3 row0(x * b.x, x * b.y, x * b.z);
  186. Vector3 row1(y * b.x, y * b.y, y * b.z);
  187. Vector3 row2(z * b.x, z * b.y, z * b.z);
  188. return Basis(row0, row1, row2);
  189. }
  190. int Vector3::max_axis() const {
  191. return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
  192. }
  193. int Vector3::min_axis() const {
  194. return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
  195. }
  196. void Vector3::normalize() {
  197. real_t l = length();
  198. if (l == 0) {
  199. x = y = z = 0;
  200. } else {
  201. x /= l;
  202. y /= l;
  203. z /= l;
  204. }
  205. }
  206. Vector3 Vector3::normalized() const {
  207. Vector3 v = *this;
  208. v.normalize();
  209. return v;
  210. }
  211. Vector3 Vector3::reflect(const Vector3 &by) const {
  212. return by - *this * this->dot(by) * 2.0;
  213. }
  214. Vector3 Vector3::rotated(const Vector3 &axis, const real_t phi) const {
  215. Vector3 v = *this;
  216. v.rotate(axis, phi);
  217. return v;
  218. }
  219. void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
  220. *this = Basis(p_axis, p_phi).xform(*this);
  221. }
  222. Vector3 Vector3::slide(const Vector3 &by) const {
  223. return by - *this * this->dot(by);
  224. }
  225. // this is ugly as well, but hey, I'm a simple man
  226. #define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
  227. void Vector3::snap(real_t p_val) {
  228. x = _ugly_stepify(x, p_val);
  229. y = _ugly_stepify(y, p_val);
  230. z = _ugly_stepify(z, p_val);
  231. }
  232. #undef _ugly_stepify
  233. Vector3 Vector3::snapped(const float by) {
  234. Vector3 v = *this;
  235. v.snap(by);
  236. return v;
  237. }
  238. Vector3::operator String() const {
  239. return String::num(x) + ", " + String::num(y) + ", " + String::num(z);
  240. }
  241. } // namespace godot