393 lines
6.2 KiB
C
393 lines
6.2 KiB
C
|
#ifndef VECTOR3_H
|
||
|
#define VECTOR3_H
|
||
|
|
||
|
typedef float real_t;
|
||
|
|
||
|
#include "String.h"
|
||
|
|
||
|
#include <cmath>
|
||
|
|
||
|
typedef float real_t; // @Todo move this to a global Godot.h
|
||
|
|
||
|
namespace godot {
|
||
|
|
||
|
|
||
|
struct Vector3 {
|
||
|
|
||
|
enum Axis {
|
||
|
AXIS_X,
|
||
|
AXIS_Y,
|
||
|
AXIS_Z,
|
||
|
};
|
||
|
|
||
|
union {
|
||
|
struct {
|
||
|
real_t x;
|
||
|
real_t y;
|
||
|
real_t z;
|
||
|
};
|
||
|
|
||
|
real_t coord[3];
|
||
|
};
|
||
|
|
||
|
Vector3(real_t x, real_t y, real_t z)
|
||
|
{
|
||
|
this->x = x;
|
||
|
this->y = y;
|
||
|
this->z = z;
|
||
|
}
|
||
|
|
||
|
Vector3()
|
||
|
{
|
||
|
this->x = 0;
|
||
|
this->y = 0;
|
||
|
this->z = 0;
|
||
|
}
|
||
|
|
||
|
Vector3(const Vector3& b)
|
||
|
{
|
||
|
this->x = b.x;
|
||
|
this->y = b.y;
|
||
|
this->z = b.z;
|
||
|
}
|
||
|
|
||
|
const real_t& operator[](int p_axis) const
|
||
|
{
|
||
|
return coord[p_axis];
|
||
|
}
|
||
|
|
||
|
real_t& operator[](int p_axis)
|
||
|
{
|
||
|
return coord[p_axis];
|
||
|
}
|
||
|
|
||
|
Vector3& operator+=(const Vector3& p_v)
|
||
|
{
|
||
|
x += p_v.x;
|
||
|
y += p_v.y;
|
||
|
z += p_v.z;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
Vector3 operator+(const Vector3& p_v) const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v += p_v;
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
Vector3& operator-=(const Vector3& p_v)
|
||
|
{
|
||
|
x -= p_v.x;
|
||
|
y -= p_v.y;
|
||
|
z -= p_v.z;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
Vector3 operator-(const Vector3& p_v) const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v -= p_v;
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
Vector3& operator*=(const Vector3& p_v)
|
||
|
{
|
||
|
x *= p_v.x;
|
||
|
y *= p_v.y;
|
||
|
z *= p_v.z;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
Vector3 operator*(const Vector3& p_v) const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v *= p_v;
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
Vector3& operator/=(const Vector3& p_v)
|
||
|
{
|
||
|
x /= p_v.x;
|
||
|
y /= p_v.y;
|
||
|
z /= p_v.z;
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
Vector3 operator/(const Vector3& p_v) const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v /= p_v;
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
|
||
|
Vector3& operator*=(real_t p_scalar)
|
||
|
{
|
||
|
*this *= Vector3(p_scalar, p_scalar, p_scalar);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
Vector3 operator*(real_t p_scalar) const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v *= p_scalar;
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
Vector3& operator/=(real_t p_scalar)
|
||
|
{
|
||
|
*this /= Vector3(p_scalar, p_scalar, p_scalar);
|
||
|
return *this;
|
||
|
}
|
||
|
|
||
|
Vector3 operator/(real_t p_scalar) const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v /= p_scalar;
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
Vector3 operator-() const
|
||
|
{
|
||
|
return Vector3(-x, -y, -z);
|
||
|
}
|
||
|
|
||
|
bool operator==(const Vector3& p_v) const
|
||
|
{
|
||
|
return (x==p_v.x && y==p_v.y && z==p_v.z);
|
||
|
}
|
||
|
|
||
|
bool operator!=(const Vector3& p_v) const
|
||
|
{
|
||
|
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
|
||
|
}
|
||
|
|
||
|
bool operator<(const Vector3& p_v) const
|
||
|
{
|
||
|
if (x==p_v.x) {
|
||
|
if (y==p_v.y)
|
||
|
return z<p_v.z;
|
||
|
else
|
||
|
return y<p_v.y;
|
||
|
} else {
|
||
|
return x<p_v.x;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
bool operator<=(const Vector3& p_v) const
|
||
|
{
|
||
|
if (x==p_v.x) {
|
||
|
if (y==p_v.y)
|
||
|
return z<=p_v.z;
|
||
|
else
|
||
|
return y<p_v.y;
|
||
|
} else {
|
||
|
return x<p_v.x;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Vector3 abs() const
|
||
|
{
|
||
|
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
|
||
|
}
|
||
|
|
||
|
Vector3 ceil() const
|
||
|
{
|
||
|
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
|
||
|
}
|
||
|
|
||
|
Vector3 cross(const Vector3& b) const
|
||
|
{
|
||
|
Vector3 ret (
|
||
|
(y * b.z) - (z * b.y),
|
||
|
(z * b.x) - (x * b.z),
|
||
|
(x * b.y) - (y * b.x)
|
||
|
);
|
||
|
|
||
|
return ret;
|
||
|
}
|
||
|
|
||
|
Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const
|
||
|
{
|
||
|
return Vector3(
|
||
|
x+(p_t * (p_b.x-x)),
|
||
|
y+(p_t * (p_b.y-y)),
|
||
|
z+(p_t * (p_b.z-z))
|
||
|
);
|
||
|
}
|
||
|
|
||
|
Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const
|
||
|
{
|
||
|
Vector3 p0=pre_a;
|
||
|
Vector3 p1=*this;
|
||
|
Vector3 p2=b;
|
||
|
Vector3 p3=post_b;
|
||
|
|
||
|
real_t t2 = t * t;
|
||
|
real_t t3 = t2 * t;
|
||
|
|
||
|
Vector3 out;
|
||
|
out = ( ( p1 * 2.0) +
|
||
|
( -p0 + p2 ) * t +
|
||
|
( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 +
|
||
|
( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5;
|
||
|
return out;
|
||
|
}
|
||
|
|
||
|
real_t length() const
|
||
|
{
|
||
|
real_t x2=x*x;
|
||
|
real_t y2=y*y;
|
||
|
real_t z2=z*z;
|
||
|
|
||
|
return ::sqrt(x2+y2+z2);
|
||
|
}
|
||
|
|
||
|
real_t length_squared() const
|
||
|
{
|
||
|
real_t x2=x*x;
|
||
|
real_t y2=y*y;
|
||
|
real_t z2=z*z;
|
||
|
|
||
|
return x2+y2+z2;
|
||
|
}
|
||
|
|
||
|
real_t distance_squared_to(const Vector3& b) const
|
||
|
{
|
||
|
return (b-*this).length();
|
||
|
}
|
||
|
|
||
|
real_t distance_to(const Vector3& b) const
|
||
|
{
|
||
|
return (b-*this).length_squared();
|
||
|
}
|
||
|
|
||
|
real_t dot(const Vector3& b) const
|
||
|
{
|
||
|
return x*b.x + y*b.y + z*b.z;
|
||
|
}
|
||
|
|
||
|
Vector3 floor() const
|
||
|
{
|
||
|
return Vector3(::floor(x), ::floor(y), ::floor(z));
|
||
|
}
|
||
|
|
||
|
Vector3 inverse() const
|
||
|
{
|
||
|
return Vector3( 1.0/x, 1.0/y, 1.0/z );
|
||
|
}
|
||
|
|
||
|
|
||
|
|
||
|
|
||
|
int max_axis() const
|
||
|
{
|
||
|
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
|
||
|
}
|
||
|
|
||
|
int min_axis() const
|
||
|
{
|
||
|
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
|
||
|
}
|
||
|
|
||
|
void normalize()
|
||
|
{
|
||
|
real_t l=length();
|
||
|
if (l==0) {
|
||
|
x=y=z=0;
|
||
|
} else {
|
||
|
x/=l;
|
||
|
y/=l;
|
||
|
z/=l;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
Vector3 normalized() const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v.normalize();
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
Vector3 reflect(const Vector3& by) const
|
||
|
{
|
||
|
return by - *this * this->dot(by) * 2.0;
|
||
|
}
|
||
|
|
||
|
Vector3 rotated(const Vector3& axis, const real_t phi) const
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v.rotate(axis, phi);
|
||
|
return v;
|
||
|
}
|
||
|
|
||
|
void rotate(const Vector3& p_axis,real_t p_phi)
|
||
|
{
|
||
|
// this is ugly, but I don't want to deal with C++ header inclusion order issues
|
||
|
|
||
|
// this is what is happening here
|
||
|
|
||
|
// *this=Basis(p_axis,p_phi).xform(*this);
|
||
|
|
||
|
Vector3 elements[3];
|
||
|
|
||
|
Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z);
|
||
|
|
||
|
real_t cosine= ::cos(p_phi);
|
||
|
real_t sine= ::sin(p_phi);
|
||
|
|
||
|
elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x );
|
||
|
elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine;
|
||
|
elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine;
|
||
|
|
||
|
elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine;
|
||
|
elements[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y );
|
||
|
elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine;
|
||
|
|
||
|
elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine;
|
||
|
elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine;
|
||
|
elements[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z );
|
||
|
|
||
|
*this = Vector3(
|
||
|
elements[0].dot(*this),
|
||
|
elements[1].dot(*this),
|
||
|
elements[2].dot(*this)
|
||
|
);
|
||
|
|
||
|
}
|
||
|
|
||
|
Vector3 slide(const Vector3& by) const
|
||
|
{
|
||
|
return by - *this * this->dot(by);
|
||
|
}
|
||
|
|
||
|
// this is ugly as well, but hey, I'm a simple man
|
||
|
#define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val)
|
||
|
|
||
|
void snap(real_t p_val)
|
||
|
{
|
||
|
x = _ugly_stepify(x,p_val);
|
||
|
y = _ugly_stepify(y,p_val);
|
||
|
z = _ugly_stepify(z,p_val);
|
||
|
}
|
||
|
|
||
|
#undef _ugly_stepify
|
||
|
|
||
|
Vector3 snapped(const float by)
|
||
|
{
|
||
|
Vector3 v = *this;
|
||
|
v.snap(by);
|
||
|
return v;
|
||
|
}
|
||
|
};
|
||
|
|
||
|
Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
|
||
|
{
|
||
|
return p_vec * p_scalar;
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
#endif // VECTOR3_H
|