mirror of
https://github.com/Relintai/gdnative_cpp.git
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118 lines
4.2 KiB
C++
118 lines
4.2 KiB
C++
/*************************************************************************/
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/* Vector3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* PANDEMONIUM ENGINE */
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/* https://pandemoniumengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Pandemonium Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "vector3.h"
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#include "ustring.h"
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#include <stdlib.h>
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#include "basis.h"
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const Vector3 Vector3::ZERO = Vector3();
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const Vector3 Vector3::ONE = Vector3(1, 1, 1);
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const Vector3 Vector3::INF = Vector3(INFINITY, INFINITY, INFINITY);
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const Vector3 Vector3::LEFT = Vector3(-1, 0, 0);
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const Vector3 Vector3::RIGHT = Vector3(1, 0, 0);
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const Vector3 Vector3::UP = Vector3(0, 1, 0);
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const Vector3 Vector3::DOWN = Vector3(0, -1, 0);
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const Vector3 Vector3::FORWARD = Vector3(0, 0, -1);
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const Vector3 Vector3::BACK = Vector3(0, 0, 1);
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bool Vector3::operator<(const Vector3 &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y)
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return z < p_v.z;
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else
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return y < p_v.y;
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} else {
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return x < p_v.x;
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}
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}
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bool Vector3::operator<=(const Vector3 &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y)
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return z <= p_v.z;
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else
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return y < p_v.y;
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} else {
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return x < p_v.x;
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}
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}
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Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const Vector3 &post_b, const real_t t) const {
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Vector3 p0 = pre_a;
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Vector3 p1 = *this;
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Vector3 p2 = b;
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Vector3 p3 = post_b;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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Vector3 out;
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out = ((p1 * 2.0) +
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(-p0 + p2) * t +
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(p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3) * t2 +
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(-p0 + p1 * 3.0 - p2 * 3.0 + p3) * t3) *
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0.5;
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return out;
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}
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Basis Vector3::outer(const Vector3 &b) const {
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Vector3 row0(x * b.x, x * b.y, x * b.z);
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Vector3 row1(y * b.x, y * b.y, y * b.z);
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Vector3 row2(z * b.x, z * b.y, z * b.z);
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return Basis(row0, row1, row2);
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}
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int Vector3::max_axis() const {
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return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
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}
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int Vector3::min_axis() const {
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return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
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}
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void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
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*this = Basis(p_axis, p_phi).xform(*this);
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}
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void Vector3::snap(real_t p_val) {
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x = Math::stepify(x, p_val);
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y = Math::stepify(y, p_val);
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z = Math::stepify(z, p_val);
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}
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Vector3::operator String() const {
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return String::num(x) + ", " + String::num(y) + ", " + String::num(z);
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}
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