vector3.cpp 5.7 KB

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  1. /**************************************************************************/
  2. /* vector3.cpp */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "vector3.h"
  31. #include "core/math/basis.h"
  32. #include "core/math/vector2.h"
  33. #include "core/math/vector3i.h"
  34. #include "core/string/ustring.h"
  35. void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {
  36. *this = Basis(p_axis, p_angle).xform(*this);
  37. }
  38. Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
  39. Vector3 r = *this;
  40. r.rotate(p_axis, p_angle);
  41. return r;
  42. }
  43. void Vector3::snap(const Vector3 &p_step) {
  44. x = Math::snapped(x, p_step.x);
  45. y = Math::snapped(y, p_step.y);
  46. z = Math::snapped(z, p_step.z);
  47. }
  48. Vector3 Vector3::snapped(const Vector3 &p_step) const {
  49. Vector3 v = *this;
  50. v.snap(p_step);
  51. return v;
  52. }
  53. void Vector3::snapf(real_t p_step) {
  54. x = Math::snapped(x, p_step);
  55. y = Math::snapped(y, p_step);
  56. z = Math::snapped(z, p_step);
  57. }
  58. Vector3 Vector3::snappedf(real_t p_step) const {
  59. Vector3 v = *this;
  60. v.snapf(p_step);
  61. return v;
  62. }
  63. Vector3 Vector3::limit_length(real_t p_len) const {
  64. const real_t l = length();
  65. Vector3 v = *this;
  66. if (l > 0 && p_len < l) {
  67. v /= l;
  68. v *= p_len;
  69. }
  70. return v;
  71. }
  72. Vector3 Vector3::move_toward(const Vector3 &p_to, real_t p_delta) const {
  73. Vector3 v = *this;
  74. Vector3 vd = p_to - v;
  75. real_t len = vd.length();
  76. return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
  77. }
  78. Vector2 Vector3::octahedron_encode() const {
  79. Vector3 n = *this;
  80. n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z);
  81. Vector2 o;
  82. if (n.z >= 0.0f) {
  83. o.x = n.x;
  84. o.y = n.y;
  85. } else {
  86. o.x = (1.0f - Math::abs(n.y)) * (n.x >= 0.0f ? 1.0f : -1.0f);
  87. o.y = (1.0f - Math::abs(n.x)) * (n.y >= 0.0f ? 1.0f : -1.0f);
  88. }
  89. o.x = o.x * 0.5f + 0.5f;
  90. o.y = o.y * 0.5f + 0.5f;
  91. return o;
  92. }
  93. Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
  94. Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f);
  95. Vector3 n(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
  96. const real_t t = CLAMP(-n.z, 0.0f, 1.0f);
  97. n.x += n.x >= 0 ? -t : t;
  98. n.y += n.y >= 0 ? -t : t;
  99. return n.normalized();
  100. }
  101. Vector2 Vector3::octahedron_tangent_encode(float p_sign) const {
  102. const real_t bias = 1.0f / (real_t)32767.0f;
  103. Vector2 res = octahedron_encode();
  104. res.y = MAX(res.y, bias);
  105. res.y = res.y * 0.5f + 0.5f;
  106. res.y = p_sign >= 0.0f ? res.y : 1 - res.y;
  107. return res;
  108. }
  109. Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *r_sign) {
  110. Vector2 oct_compressed = p_oct;
  111. oct_compressed.y = oct_compressed.y * 2 - 1;
  112. *r_sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
  113. oct_compressed.y = Math::abs(oct_compressed.y);
  114. Vector3 res = Vector3::octahedron_decode(oct_compressed);
  115. return res;
  116. }
  117. Basis Vector3::outer(const Vector3 &p_with) const {
  118. Basis basis;
  119. basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
  120. basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
  121. basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
  122. return basis;
  123. }
  124. bool Vector3::is_equal_approx(const Vector3 &p_v) const {
  125. return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
  126. }
  127. bool Vector3::is_same(const Vector3 &p_v) const {
  128. return Math::is_same(x, p_v.x) && Math::is_same(y, p_v.y) && Math::is_same(z, p_v.z);
  129. }
  130. bool Vector3::is_zero_approx() const {
  131. return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
  132. }
  133. bool Vector3::is_finite() const {
  134. return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z);
  135. }
  136. Vector3::operator String() const {
  137. return "(" + String::num_real(x, true) + ", " + String::num_real(y, true) + ", " + String::num_real(z, true) + ")";
  138. }
  139. Vector3::operator Vector3i() const {
  140. return Vector3i(x, y, z);
  141. }