godot-cpp/include/godot_cpp/core/Vector3.cpp

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#include "Vector3.h"
#include "String.h"
#include <stdlib.h>
#include <cmath>
#include "Basis.h"
namespace godot {
Vector3::Vector3(real_t x, real_t y, real_t z)
{
this->x = x;
this->y = y;
this->z = z;
}
Vector3::Vector3()
{
this->x = 0;
this->y = 0;
this->z = 0;
}
Vector3::Vector3(const Vector3& b)
{
this->x = b.x;
this->y = b.y;
this->z = b.z;
}
const real_t& Vector3::operator[](int p_axis) const
{
return coord[p_axis];
}
real_t& Vector3::operator[](int p_axis)
{
return coord[p_axis];
}
Vector3& Vector3::operator+=(const Vector3& p_v)
{
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 Vector3::operator+(const Vector3& p_v) const
{
Vector3 v = *this;
v += p_v;
return v;
}
Vector3& Vector3::operator-=(const Vector3& p_v)
{
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3& p_v) const
{
Vector3 v = *this;
v -= p_v;
return v;
}
Vector3& Vector3::operator*=(const Vector3& p_v)
{
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3& p_v) const
{
Vector3 v = *this;
v *= p_v;
return v;
}
Vector3& Vector3::operator/=(const Vector3& p_v)
{
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 Vector3::operator/(const Vector3& p_v) const
{
Vector3 v = *this;
v /= p_v;
return v;
}
Vector3& Vector3::operator*=(real_t p_scalar)
{
*this *= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator*(real_t p_scalar) const
{
Vector3 v = *this;
v *= p_scalar;
return v;
}
Vector3& Vector3::operator/=(real_t p_scalar)
{
*this /= Vector3(p_scalar, p_scalar, p_scalar);
return *this;
}
Vector3 Vector3::operator/(real_t p_scalar) const
{
Vector3 v = *this;
v /= p_scalar;
return v;
}
Vector3 Vector3::operator-() const
{
return Vector3(-x, -y, -z);
}
bool Vector3::operator==(const Vector3& p_v) const
{
return (x==p_v.x && y==p_v.y && z==p_v.z);
}
bool Vector3::operator!=(const Vector3& p_v) const
{
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
}
bool Vector3::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 Vector3::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 Vector3::abs() const
{
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
Vector3 Vector3::ceil() const
{
return Vector3(::ceil(x), ::ceil(y), ::ceil(z));
}
Vector3 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 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 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 Vector3::length() const
{
real_t x2=x*x;
real_t y2=y*y;
real_t z2=z*z;
return ::sqrt(x2+y2+z2);
}
real_t Vector3::length_squared() const
{
real_t x2=x*x;
real_t y2=y*y;
real_t z2=z*z;
return x2+y2+z2;
}
real_t Vector3::distance_squared_to(const Vector3& b) const
{
return (b-*this).length();
}
real_t Vector3::distance_to(const Vector3& b) const
{
return (b-*this).length_squared();
}
real_t Vector3::dot(const Vector3& b) const
{
return x*b.x + y*b.y + z*b.z;
}
Vector3 Vector3::floor() const
{
return Vector3(::floor(x), ::floor(y), ::floor(z));
}
Vector3 Vector3::inverse() const
{
return Vector3( 1.0/x, 1.0/y, 1.0/z );
}
int Vector3::max_axis() const
{
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
int Vector3::min_axis() const
{
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
void Vector3::normalize()
{
real_t l=length();
if (l==0) {
x=y=z=0;
} else {
x/=l;
y/=l;
z/=l;
}
}
Vector3 Vector3::normalized() const
{
Vector3 v = *this;
v.normalize();
return v;
}
Vector3 Vector3::reflect(const Vector3& by) const
{
return by - *this * this->dot(by) * 2.0;
}
Vector3 Vector3::rotated(const Vector3& axis, const real_t phi) const
{
Vector3 v = *this;
v.rotate(axis, phi);
return v;
}
void Vector3::rotate(const Vector3& p_axis,real_t p_phi)
{
*this=Basis(p_axis,p_phi).xform(*this);
}
Vector3 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 Vector3::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 Vector3::snapped(const float by)
{
Vector3 v = *this;
v.snap(by);
return v;
}
Vector3::operator String() const
{
return String(); // @Todo
}
}