vector3.h 12 KB

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  1. /*************************************************************************/
  2. /* vector3.h */
  3. /*************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /*************************************************************************/
  8. /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
  9. /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
  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. #ifndef VECTOR3_H
  31. #define VECTOR3_H
  32. #include "core/math/math_funcs.h"
  33. #include "core/math/vector3i.h"
  34. #include "core/string/ustring.h"
  35. class Basis;
  36. struct Vector3 {
  37. enum Axis {
  38. AXIS_X,
  39. AXIS_Y,
  40. AXIS_Z,
  41. };
  42. union {
  43. struct {
  44. real_t x;
  45. real_t y;
  46. real_t z;
  47. };
  48. real_t coord[3] = { 0 };
  49. };
  50. _FORCE_INLINE_ const real_t &operator[](int p_axis) const {
  51. return coord[p_axis];
  52. }
  53. _FORCE_INLINE_ real_t &operator[](int p_axis) {
  54. return coord[p_axis];
  55. }
  56. void set_axis(int p_axis, real_t p_value);
  57. real_t get_axis(int p_axis) const;
  58. int min_axis() const;
  59. int max_axis() const;
  60. _FORCE_INLINE_ real_t length() const;
  61. _FORCE_INLINE_ real_t length_squared() const;
  62. _FORCE_INLINE_ void normalize();
  63. _FORCE_INLINE_ Vector3 normalized() const;
  64. _FORCE_INLINE_ bool is_normalized() const;
  65. _FORCE_INLINE_ Vector3 inverse() const;
  66. _FORCE_INLINE_ void zero();
  67. void snap(Vector3 p_val);
  68. Vector3 snapped(Vector3 p_val) const;
  69. void rotate(const Vector3 &p_axis, real_t p_phi);
  70. Vector3 rotated(const Vector3 &p_axis, real_t p_phi) const;
  71. /* Static Methods between 2 vector3s */
  72. _FORCE_INLINE_ Vector3 lerp(const Vector3 &p_to, real_t p_weight) const;
  73. _FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, real_t p_weight) const;
  74. Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const;
  75. Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
  76. _FORCE_INLINE_ Vector3 cross(const Vector3 &p_b) const;
  77. _FORCE_INLINE_ real_t dot(const Vector3 &p_b) const;
  78. Basis outer(const Vector3 &p_b) const;
  79. Basis to_diagonal_matrix() const;
  80. _FORCE_INLINE_ Vector3 abs() const;
  81. _FORCE_INLINE_ Vector3 floor() const;
  82. _FORCE_INLINE_ Vector3 sign() const;
  83. _FORCE_INLINE_ Vector3 ceil() const;
  84. _FORCE_INLINE_ Vector3 round() const;
  85. _FORCE_INLINE_ real_t distance_to(const Vector3 &p_to) const;
  86. _FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_to) const;
  87. _FORCE_INLINE_ Vector3 posmod(const real_t p_mod) const;
  88. _FORCE_INLINE_ Vector3 posmodv(const Vector3 &p_modv) const;
  89. _FORCE_INLINE_ Vector3 project(const Vector3 &p_to) const;
  90. _FORCE_INLINE_ real_t angle_to(const Vector3 &p_to) const;
  91. _FORCE_INLINE_ real_t signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const;
  92. _FORCE_INLINE_ Vector3 direction_to(const Vector3 &p_to) const;
  93. _FORCE_INLINE_ Vector3 slide(const Vector3 &p_normal) const;
  94. _FORCE_INLINE_ Vector3 bounce(const Vector3 &p_normal) const;
  95. _FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
  96. bool is_equal_approx(const Vector3 &p_v) const;
  97. /* Operators */
  98. _FORCE_INLINE_ Vector3 &operator+=(const Vector3 &p_v);
  99. _FORCE_INLINE_ Vector3 operator+(const Vector3 &p_v) const;
  100. _FORCE_INLINE_ Vector3 &operator-=(const Vector3 &p_v);
  101. _FORCE_INLINE_ Vector3 operator-(const Vector3 &p_v) const;
  102. _FORCE_INLINE_ Vector3 &operator*=(const Vector3 &p_v);
  103. _FORCE_INLINE_ Vector3 operator*(const Vector3 &p_v) const;
  104. _FORCE_INLINE_ Vector3 &operator/=(const Vector3 &p_v);
  105. _FORCE_INLINE_ Vector3 operator/(const Vector3 &p_v) const;
  106. _FORCE_INLINE_ Vector3 &operator*=(real_t p_scalar);
  107. _FORCE_INLINE_ Vector3 operator*(real_t p_scalar) const;
  108. _FORCE_INLINE_ Vector3 &operator/=(real_t p_scalar);
  109. _FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const;
  110. _FORCE_INLINE_ Vector3 operator-() const;
  111. _FORCE_INLINE_ bool operator==(const Vector3 &p_v) const;
  112. _FORCE_INLINE_ bool operator!=(const Vector3 &p_v) const;
  113. _FORCE_INLINE_ bool operator<(const Vector3 &p_v) const;
  114. _FORCE_INLINE_ bool operator<=(const Vector3 &p_v) const;
  115. _FORCE_INLINE_ bool operator>(const Vector3 &p_v) const;
  116. _FORCE_INLINE_ bool operator>=(const Vector3 &p_v) const;
  117. operator String() const;
  118. _FORCE_INLINE_ operator Vector3i() const {
  119. return Vector3i(x, y, z);
  120. }
  121. _FORCE_INLINE_ Vector3() {}
  122. _FORCE_INLINE_ Vector3(const Vector3i &p_ivec) {
  123. x = p_ivec.x;
  124. y = p_ivec.y;
  125. z = p_ivec.z;
  126. }
  127. _FORCE_INLINE_ Vector3(real_t p_x, real_t p_y, real_t p_z) {
  128. x = p_x;
  129. y = p_y;
  130. z = p_z;
  131. }
  132. };
  133. Vector3 Vector3::cross(const Vector3 &p_b) const {
  134. Vector3 ret(
  135. (y * p_b.z) - (z * p_b.y),
  136. (z * p_b.x) - (x * p_b.z),
  137. (x * p_b.y) - (y * p_b.x));
  138. return ret;
  139. }
  140. real_t Vector3::dot(const Vector3 &p_b) const {
  141. return x * p_b.x + y * p_b.y + z * p_b.z;
  142. }
  143. Vector3 Vector3::abs() const {
  144. return Vector3(Math::abs(x), Math::abs(y), Math::abs(z));
  145. }
  146. Vector3 Vector3::sign() const {
  147. return Vector3(SGN(x), SGN(y), SGN(z));
  148. }
  149. Vector3 Vector3::floor() const {
  150. return Vector3(Math::floor(x), Math::floor(y), Math::floor(z));
  151. }
  152. Vector3 Vector3::ceil() const {
  153. return Vector3(Math::ceil(x), Math::ceil(y), Math::ceil(z));
  154. }
  155. Vector3 Vector3::round() const {
  156. return Vector3(Math::round(x), Math::round(y), Math::round(z));
  157. }
  158. Vector3 Vector3::lerp(const Vector3 &p_to, real_t p_weight) const {
  159. return Vector3(
  160. x + (p_weight * (p_to.x - x)),
  161. y + (p_weight * (p_to.y - y)),
  162. z + (p_weight * (p_to.z - z)));
  163. }
  164. Vector3 Vector3::slerp(const Vector3 &p_to, real_t p_weight) const {
  165. real_t theta = angle_to(p_to);
  166. return rotated(cross(p_to).normalized(), theta * p_weight);
  167. }
  168. real_t Vector3::distance_to(const Vector3 &p_to) const {
  169. return (p_to - *this).length();
  170. }
  171. real_t Vector3::distance_squared_to(const Vector3 &p_to) const {
  172. return (p_to - *this).length_squared();
  173. }
  174. Vector3 Vector3::posmod(const real_t p_mod) const {
  175. return Vector3(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod));
  176. }
  177. Vector3 Vector3::posmodv(const Vector3 &p_modv) const {
  178. return Vector3(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z));
  179. }
  180. Vector3 Vector3::project(const Vector3 &p_to) const {
  181. return p_to * (dot(p_to) / p_to.length_squared());
  182. }
  183. real_t Vector3::angle_to(const Vector3 &p_to) const {
  184. return Math::atan2(cross(p_to).length(), dot(p_to));
  185. }
  186. real_t Vector3::signed_angle_to(const Vector3 &p_to, const Vector3 &p_axis) const {
  187. Vector3 cross_to = cross(p_to);
  188. real_t unsigned_angle = Math::atan2(cross_to.length(), dot(p_to));
  189. real_t sign = cross_to.dot(p_axis);
  190. return (sign < 0) ? -unsigned_angle : unsigned_angle;
  191. }
  192. Vector3 Vector3::direction_to(const Vector3 &p_to) const {
  193. Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z);
  194. ret.normalize();
  195. return ret;
  196. }
  197. /* Operators */
  198. Vector3 &Vector3::operator+=(const Vector3 &p_v) {
  199. x += p_v.x;
  200. y += p_v.y;
  201. z += p_v.z;
  202. return *this;
  203. }
  204. Vector3 Vector3::operator+(const Vector3 &p_v) const {
  205. return Vector3(x + p_v.x, y + p_v.y, z + p_v.z);
  206. }
  207. Vector3 &Vector3::operator-=(const Vector3 &p_v) {
  208. x -= p_v.x;
  209. y -= p_v.y;
  210. z -= p_v.z;
  211. return *this;
  212. }
  213. Vector3 Vector3::operator-(const Vector3 &p_v) const {
  214. return Vector3(x - p_v.x, y - p_v.y, z - p_v.z);
  215. }
  216. Vector3 &Vector3::operator*=(const Vector3 &p_v) {
  217. x *= p_v.x;
  218. y *= p_v.y;
  219. z *= p_v.z;
  220. return *this;
  221. }
  222. Vector3 Vector3::operator*(const Vector3 &p_v) const {
  223. return Vector3(x * p_v.x, y * p_v.y, z * p_v.z);
  224. }
  225. Vector3 &Vector3::operator/=(const Vector3 &p_v) {
  226. x /= p_v.x;
  227. y /= p_v.y;
  228. z /= p_v.z;
  229. return *this;
  230. }
  231. Vector3 Vector3::operator/(const Vector3 &p_v) const {
  232. return Vector3(x / p_v.x, y / p_v.y, z / p_v.z);
  233. }
  234. Vector3 &Vector3::operator*=(real_t p_scalar) {
  235. x *= p_scalar;
  236. y *= p_scalar;
  237. z *= p_scalar;
  238. return *this;
  239. }
  240. _FORCE_INLINE_ Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
  241. return p_vec * p_scalar;
  242. }
  243. Vector3 Vector3::operator*(real_t p_scalar) const {
  244. return Vector3(x * p_scalar, y * p_scalar, z * p_scalar);
  245. }
  246. Vector3 &Vector3::operator/=(real_t p_scalar) {
  247. x /= p_scalar;
  248. y /= p_scalar;
  249. z /= p_scalar;
  250. return *this;
  251. }
  252. Vector3 Vector3::operator/(real_t p_scalar) const {
  253. return Vector3(x / p_scalar, y / p_scalar, z / p_scalar);
  254. }
  255. Vector3 Vector3::operator-() const {
  256. return Vector3(-x, -y, -z);
  257. }
  258. bool Vector3::operator==(const Vector3 &p_v) const {
  259. return x == p_v.x && y == p_v.y && z == p_v.z;
  260. }
  261. bool Vector3::operator!=(const Vector3 &p_v) const {
  262. return x != p_v.x || y != p_v.y || z != p_v.z;
  263. }
  264. bool Vector3::operator<(const Vector3 &p_v) const {
  265. if (x == p_v.x) {
  266. if (y == p_v.y) {
  267. return z < p_v.z;
  268. }
  269. return y < p_v.y;
  270. }
  271. return x < p_v.x;
  272. }
  273. bool Vector3::operator>(const Vector3 &p_v) const {
  274. if (x == p_v.x) {
  275. if (y == p_v.y) {
  276. return z > p_v.z;
  277. }
  278. return y > p_v.y;
  279. }
  280. return x > p_v.x;
  281. }
  282. bool Vector3::operator<=(const Vector3 &p_v) const {
  283. if (x == p_v.x) {
  284. if (y == p_v.y) {
  285. return z <= p_v.z;
  286. }
  287. return y < p_v.y;
  288. }
  289. return x < p_v.x;
  290. }
  291. bool Vector3::operator>=(const Vector3 &p_v) const {
  292. if (x == p_v.x) {
  293. if (y == p_v.y) {
  294. return z >= p_v.z;
  295. }
  296. return y > p_v.y;
  297. }
  298. return x > p_v.x;
  299. }
  300. _FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
  301. return p_a.cross(p_b);
  302. }
  303. _FORCE_INLINE_ real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) {
  304. return p_a.dot(p_b);
  305. }
  306. real_t Vector3::length() const {
  307. real_t x2 = x * x;
  308. real_t y2 = y * y;
  309. real_t z2 = z * z;
  310. return Math::sqrt(x2 + y2 + z2);
  311. }
  312. real_t Vector3::length_squared() const {
  313. real_t x2 = x * x;
  314. real_t y2 = y * y;
  315. real_t z2 = z * z;
  316. return x2 + y2 + z2;
  317. }
  318. void Vector3::normalize() {
  319. real_t lengthsq = length_squared();
  320. if (lengthsq == 0) {
  321. x = y = z = 0;
  322. } else {
  323. real_t length = Math::sqrt(lengthsq);
  324. x /= length;
  325. y /= length;
  326. z /= length;
  327. }
  328. }
  329. Vector3 Vector3::normalized() const {
  330. Vector3 v = *this;
  331. v.normalize();
  332. return v;
  333. }
  334. bool Vector3::is_normalized() const {
  335. // use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
  336. return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON);
  337. }
  338. Vector3 Vector3::inverse() const {
  339. return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
  340. }
  341. void Vector3::zero() {
  342. x = y = z = 0;
  343. }
  344. // slide returns the component of the vector along the given plane, specified by its normal vector.
  345. Vector3 Vector3::slide(const Vector3 &p_normal) const {
  346. #ifdef MATH_CHECKS
  347. ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
  348. #endif
  349. return *this - p_normal * this->dot(p_normal);
  350. }
  351. Vector3 Vector3::bounce(const Vector3 &p_normal) const {
  352. return -reflect(p_normal);
  353. }
  354. Vector3 Vector3::reflect(const Vector3 &p_normal) const {
  355. #ifdef MATH_CHECKS
  356. ERR_FAIL_COND_V_MSG(!p_normal.is_normalized(), Vector3(), "The normal Vector3 must be normalized.");
  357. #endif
  358. return 2.0 * p_normal * this->dot(p_normal) - *this;
  359. }
  360. #endif // VECTOR3_H