137 lines
2.2 KiB
C++
137 lines
2.2 KiB
C++
#ifndef VECTOR3_H
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#define VECTOR3_H
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#include "Defs.h"
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#include "String.h"
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namespace godot {
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struct Vector3 {
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enum Axis {
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AXIS_X,
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AXIS_Y,
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AXIS_Z,
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};
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union {
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struct {
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real_t x;
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real_t y;
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real_t z;
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};
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real_t coord[3];
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};
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Vector3(real_t x, real_t y, real_t z);
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Vector3();
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Vector3(const Vector3& b);
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const real_t& operator[](int p_axis) const;
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real_t& operator[](int p_axis);
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Vector3& operator+=(const Vector3& p_v);
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Vector3 operator+(const Vector3& p_v) const;
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Vector3& operator-=(const Vector3& p_v);
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Vector3 operator-(const Vector3& p_v) const;
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Vector3& operator*=(const Vector3& p_v);
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Vector3 operator*(const Vector3& p_v) const;
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Vector3& operator/=(const Vector3& p_v);
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Vector3 operator/(const Vector3& p_v) const;
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Vector3& operator*=(real_t p_scalar);
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Vector3 operator*(real_t p_scalar) const;
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Vector3& operator/=(real_t p_scalar);
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Vector3 operator/(real_t p_scalar) const;
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Vector3 operator-() const;
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bool operator==(const Vector3& p_v) const;
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bool operator!=(const Vector3& p_v) const;
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bool operator<(const Vector3& p_v) const;
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bool operator<=(const Vector3& p_v) const;
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Vector3 abs() const;
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Vector3 ceil() const;
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Vector3 cross(const Vector3& b) const;
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Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const;
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Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const;
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real_t length() const;
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real_t length_squared() const;
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real_t distance_squared_to(const Vector3& b) const;
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real_t distance_to(const Vector3& b) const;
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real_t dot(const Vector3& b) const;
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Vector3 floor() const;
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Vector3 inverse() const;
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int max_axis() const;
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int min_axis() const;
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void normalize();
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Vector3 normalized() const;
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Vector3 reflect(const Vector3& by) const;
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Vector3 rotated(const Vector3& axis, const real_t phi) const;
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void rotate(const Vector3& p_axis,real_t p_phi);
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Vector3 slide(const Vector3& by) const;
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void snap(real_t p_val);
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Vector3 snapped(const float by);
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operator String() const;
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};
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inline Vector3 operator*(real_t p_scalar, const Vector3& p_vec)
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{
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return p_vec * p_scalar;
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}
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inline Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
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return p_a.cross(p_b);
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}
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}
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#endif // VECTOR3_H
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