sfw/sfw/core/vector3.cpp

88 lines
2.3 KiB
C++

/*************************************************************************/
/* vector3.cpp */
/* From https://github.com/Relintai/pandemonium_engine (MIT) */
/*************************************************************************/
//--STRIP
#include "core/vector3.h"
#include "core/basis.h"
//--STRIP
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
}
Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_phi) const {
Vector3 r = *this;
r.rotate(p_axis, p_phi);
return r;
}
void Vector3::set_axis(int p_axis, real_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
coord[p_axis] = p_value;
}
real_t Vector3::get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
return operator[](p_axis);
}
void Vector3::snap(const Vector3 &p_val) {
x = Math::stepify(x, p_val.x);
y = Math::stepify(y, p_val.y);
z = Math::stepify(z, p_val.z);
}
Vector3 Vector3::snapped(const Vector3 &p_val) const {
Vector3 v = *this;
v.snap(p_val);
return v;
}
Vector3 Vector3::limit_length(const real_t p_len) const {
const real_t l = length();
Vector3 v = *this;
if (l > 0 && p_len < l) {
v /= l;
v *= p_len;
}
return v;
}
Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
Vector3 v = *this;
Vector3 vd = p_to - v;
real_t len = vd.length();
return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
Basis Vector3::outer(const Vector3 &p_b) const {
Vector3 row0(x * p_b.x, x * p_b.y, x * p_b.z);
Vector3 row1(y * p_b.x, y * p_b.y, y * p_b.z);
Vector3 row2(z * p_b.x, z * p_b.y, z * p_b.z);
return Basis(row0, row1, row2);
}
Basis Vector3::to_diagonal_matrix() const {
return Basis(x, 0, 0,
0, y, 0,
0, 0, z);
}
Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
return Vector3(
CLAMP(x, p_min.x, p_max.x),
CLAMP(y, p_min.y, p_max.y),
CLAMP(z, p_min.z, p_max.z));
}
bool Vector3::is_equal_approx(const Vector3 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
}
Vector3::operator String() const {
return "(" + String::num_real(x) + ", " + String::num_real(y) + ", " + String::num_real(z) + ")";
}