#ifndef VECTOR3_H #define VECTOR3_H typedef float real_t; #include "String.h" #include 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 zdot(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