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@@ -63,42 +63,42 @@ struct Vector3 {
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return coord[p_axis];
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}
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- void set_axis(int p_axis,real_t p_value);
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- real_t get_axis(int p_axis) const;
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+ void set_axis(int p_axis,real_t p_value);
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+ real_t get_axis(int p_axis) const;
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- int min_axis() const;
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- int max_axis() const;
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+ int min_axis() const;
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+ int max_axis() const;
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- _FORCE_INLINE_ real_t length() const;
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- _FORCE_INLINE_ real_t length_squared() const;
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+ _FORCE_INLINE_ real_t length() const;
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+ _FORCE_INLINE_ real_t length_squared() const;
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- _FORCE_INLINE_ void normalize();
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- _FORCE_INLINE_ Vector3 normalized() const;
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- _FORCE_INLINE_ Vector3 inverse() const;
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+ _FORCE_INLINE_ void normalize();
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+ _FORCE_INLINE_ Vector3 normalized() const;
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+ _FORCE_INLINE_ Vector3 inverse() const;
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_FORCE_INLINE_ void zero();
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- void snap(float p_val);
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- Vector3 snapped(float p_val) const;
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+ void snap(float p_val);
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+ Vector3 snapped(float p_val) const;
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void rotate(const Vector3& p_axis,float p_phi);
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Vector3 rotated(const Vector3& p_axis,float p_phi) const;
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- /* Static Methods between 2 vector3s */
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+ /* Static Methods between 2 vector3s */
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- _FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,float p_t) const;
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+ _FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,float p_t) const;
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Vector3 cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
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Vector3 cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
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- _FORCE_INLINE_ Vector3 cross(const Vector3& p_b) const;
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- _FORCE_INLINE_ real_t dot(const Vector3& p_b) const;
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+ _FORCE_INLINE_ Vector3 cross(const Vector3& p_b) const;
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+ _FORCE_INLINE_ real_t dot(const Vector3& p_b) const;
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- _FORCE_INLINE_ Vector3 abs() const;
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- _FORCE_INLINE_ Vector3 floor() const;
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- _FORCE_INLINE_ Vector3 ceil() const;
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+ _FORCE_INLINE_ Vector3 abs() const;
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+ _FORCE_INLINE_ Vector3 floor() const;
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+ _FORCE_INLINE_ Vector3 ceil() const;
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- _FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const;
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- _FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
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+ _FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const;
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+ _FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
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@@ -106,34 +106,34 @@ struct Vector3 {
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_FORCE_INLINE_ Vector3 reflect(const Vector3& p_vec) const;
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- /* Operators */
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+ /* Operators */
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- _FORCE_INLINE_ Vector3& operator+=(const Vector3& p_v);
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- _FORCE_INLINE_ Vector3 operator+(const Vector3& p_v) const;
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- _FORCE_INLINE_ Vector3& operator-=(const Vector3& p_v);
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- _FORCE_INLINE_ Vector3 operator-(const Vector3& p_v) const;
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- _FORCE_INLINE_ Vector3& operator*=(const Vector3& p_v);
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- _FORCE_INLINE_ Vector3 operator*(const Vector3& p_v) const;
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- _FORCE_INLINE_ Vector3& operator/=(const Vector3& p_v);
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- _FORCE_INLINE_ Vector3 operator/(const Vector3& p_v) const;
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+ _FORCE_INLINE_ Vector3& operator+=(const Vector3& p_v);
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+ _FORCE_INLINE_ Vector3 operator+(const Vector3& p_v) const;
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+ _FORCE_INLINE_ Vector3& operator-=(const Vector3& p_v);
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+ _FORCE_INLINE_ Vector3 operator-(const Vector3& p_v) const;
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+ _FORCE_INLINE_ Vector3& operator*=(const Vector3& p_v);
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+ _FORCE_INLINE_ Vector3 operator*(const Vector3& p_v) const;
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+ _FORCE_INLINE_ Vector3& operator/=(const Vector3& p_v);
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+ _FORCE_INLINE_ Vector3 operator/(const Vector3& p_v) const;
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- _FORCE_INLINE_ Vector3& operator*=(real_t p_scalar);
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- _FORCE_INLINE_ Vector3 operator*(real_t p_scalar) const;
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- _FORCE_INLINE_ Vector3& operator/=(real_t p_scalar);
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- _FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const;
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+ _FORCE_INLINE_ Vector3& operator*=(real_t p_scalar);
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+ _FORCE_INLINE_ Vector3 operator*(real_t p_scalar) const;
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+ _FORCE_INLINE_ Vector3& operator/=(real_t p_scalar);
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+ _FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const;
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- _FORCE_INLINE_ Vector3 operator-() const;
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+ _FORCE_INLINE_ Vector3 operator-() const;
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- _FORCE_INLINE_ bool operator==(const Vector3& p_v) const;
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- _FORCE_INLINE_ bool operator!=(const Vector3& p_v) const;
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- _FORCE_INLINE_ bool operator<(const Vector3& p_v) const;
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+ _FORCE_INLINE_ bool operator==(const Vector3& p_v) const;
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+ _FORCE_INLINE_ bool operator!=(const Vector3& p_v) const;
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+ _FORCE_INLINE_ bool operator<(const Vector3& p_v) const;
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_FORCE_INLINE_ bool operator<=(const Vector3& p_v) const;
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operator String() const;
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- _FORCE_INLINE_ Vector3() { x=y=z=0; }
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- _FORCE_INLINE_ Vector3(real_t p_x,real_t p_y,real_t p_z) { x=p_x; y=p_y; z=p_z; }
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+ _FORCE_INLINE_ Vector3() { x=y=z=0; }
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+ _FORCE_INLINE_ Vector3(real_t p_x,real_t p_y,real_t p_z) { x=p_x; y=p_y; z=p_z; }
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};
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@@ -151,11 +151,12 @@ Vector3 Vector3::cross(const Vector3& p_b) const {
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(x * p_b.y) - (y * p_b.x)
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);
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- return ret;
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+ return ret;
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}
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+
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real_t Vector3::dot(const Vector3& p_b) const {
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- return x*p_b.x + y*p_b.y + z*p_b.z;
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+ return x*p_b.x + y*p_b.y + z*p_b.z;
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}
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Vector3 Vector3::abs() const {
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@@ -180,115 +181,118 @@ Vector3 Vector3::linear_interpolate(const Vector3& p_b,float p_t) const {
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y+(p_t * (p_b.y-y)),
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z+(p_t * (p_b.z-z))
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);
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-
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}
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real_t Vector3::distance_to(const Vector3& p_b) const {
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+
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return (p_b-*this).length();
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}
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real_t Vector3::distance_squared_to(const Vector3& p_b) const {
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- return (p_b-*this).length_squared();
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+ return (p_b-*this).length_squared();
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}
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/* Operators */
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Vector3& Vector3::operator+=(const Vector3& p_v) {
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- x+=p_v.x;
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- y+=p_v.y;
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- z+=p_v.z;
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- return *this;
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+ x+=p_v.x;
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+ y+=p_v.y;
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+ z+=p_v.z;
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+ return *this;
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}
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+
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Vector3 Vector3::operator+(const Vector3& p_v) const {
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- return Vector3(x+p_v.x, y+p_v.y, z+ p_v.z);
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+ return Vector3(x+p_v.x, y+p_v.y, z+ p_v.z);
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}
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Vector3& Vector3::operator-=(const Vector3& p_v) {
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- x-=p_v.x;
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- y-=p_v.y;
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- z-=p_v.z;
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- return *this;
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+ x-=p_v.x;
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+ y-=p_v.y;
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+ z-=p_v.z;
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+ return *this;
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}
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Vector3 Vector3::operator-(const Vector3& p_v) const {
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- return Vector3(x-p_v.x, y-p_v.y, z- p_v.z);
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+ return Vector3(x-p_v.x, y-p_v.y, z- p_v.z);
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}
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Vector3& Vector3::operator*=(const Vector3& p_v) {
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- x*=p_v.x;
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- y*=p_v.y;
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- z*=p_v.z;
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- return *this;
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+ x*=p_v.x;
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+ y*=p_v.y;
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+ z*=p_v.z;
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+ return *this;
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}
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Vector3 Vector3::operator*(const Vector3& p_v) const {
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- return Vector3(x*p_v.x, y*p_v.y, z* p_v.z);
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+ return Vector3(x*p_v.x, y*p_v.y, z* p_v.z);
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}
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Vector3& Vector3::operator/=(const Vector3& p_v) {
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- x/=p_v.x;
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- y/=p_v.y;
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- z/=p_v.z;
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- return *this;
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+ x/=p_v.x;
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+ y/=p_v.y;
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+ z/=p_v.z;
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+ return *this;
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}
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+
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Vector3 Vector3::operator/(const Vector3& p_v) const {
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- return Vector3(x/p_v.x, y/p_v.y, z/ p_v.z);
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+ return Vector3(x/p_v.x, y/p_v.y, z/ p_v.z);
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}
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Vector3& Vector3::operator*=(real_t p_scalar) {
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- x*=p_scalar;
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- y*=p_scalar;
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- z*=p_scalar;
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- return *this;
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+ x*=p_scalar;
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+ y*=p_scalar;
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+ z*=p_scalar;
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+ return *this;
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}
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_FORCE_INLINE_ Vector3 operator*(real_t p_scalar, const Vector3& p_vec) {
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+
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return p_vec * p_scalar;
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}
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Vector3 Vector3::operator*(real_t p_scalar) const {
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- return Vector3( x*p_scalar, y*p_scalar, z*p_scalar);
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+ return Vector3( x*p_scalar, y*p_scalar, z*p_scalar);
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}
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Vector3& Vector3::operator/=(real_t p_scalar) {
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- x/=p_scalar;
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- y/=p_scalar;
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- z/=p_scalar;
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- return *this;
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+ x/=p_scalar;
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+ y/=p_scalar;
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+ z/=p_scalar;
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+ return *this;
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}
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Vector3 Vector3::operator/(real_t p_scalar) const {
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- return Vector3( x/p_scalar, y/p_scalar, z/p_scalar);
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+ return Vector3( x/p_scalar, y/p_scalar, z/p_scalar);
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}
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Vector3 Vector3::operator-() const {
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- return Vector3( -x, -y, -z );
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+ return Vector3( -x, -y, -z );
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}
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bool Vector3::operator==(const Vector3& p_v) const {
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- return (x==p_v.x && y==p_v.y && z==p_v.z);
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+ return (x==p_v.x && y==p_v.y && z==p_v.z);
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}
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bool Vector3::operator!=(const Vector3& p_v) const {
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- return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
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+ return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
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}
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bool Vector3::operator<(const Vector3& p_v) const {
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@@ -298,9 +302,9 @@ bool Vector3::operator<(const Vector3& p_v) const {
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return z<p_v.z;
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else
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return y<p_v.y;
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- } else
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+ } else {
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return x<p_v.x;
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-
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+ }
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}
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bool Vector3::operator<=(const Vector3& p_v) const {
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@@ -310,9 +314,9 @@ bool Vector3::operator<=(const Vector3& p_v) const {
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return z<=p_v.z;
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else
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return y<p_v.y;
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- } else
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+ } else {
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return x<p_v.x;
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-
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+ }
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}
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_FORCE_INLINE_ Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
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@@ -333,6 +337,7 @@ real_t Vector3::length() const {
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return Math::sqrt(x2+y2+z2);
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}
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+
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real_t Vector3::length_squared() const {
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real_t x2=x*x;
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@@ -340,27 +345,25 @@ real_t Vector3::length_squared() const {
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real_t z2=z*z;
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return x2+y2+z2;
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-
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}
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void Vector3::normalize() {
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- real_t l=length();
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- if (l==0) {
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-
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+ real_t l=length();
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+ if (l==0) {
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x=y=z=0;
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- } else {
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-
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+ } else {
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x/=l;
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y/=l;
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z/=l;
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- }
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+ }
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}
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+
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Vector3 Vector3::normalized() const {
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- Vector3 v=*this;
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- v.normalize();
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- return v;
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+ Vector3 v=*this;
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+ v.normalize();
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+ return v;
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}
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Vector3 Vector3::inverse() const {
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@@ -377,10 +380,10 @@ Vector3 Vector3::slide(const Vector3& p_vec) const {
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return p_vec - *this * this->dot(p_vec);
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}
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+
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Vector3 Vector3::reflect(const Vector3& p_vec) const {
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return p_vec - *this * this->dot(p_vec) * 2.0;
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-
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}
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#endif
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