5dbf1809c6
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
176 lines
5.2 KiB
C++
176 lines
5.2 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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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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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 "matrix3.h"
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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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Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_phi) const {
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Vector3 r = *this;
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r.rotate(p_axis, p_phi);
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return r;
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}
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void Vector3::set_axis(int p_axis, real_t p_value) {
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ERR_FAIL_INDEX(p_axis, 3);
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coord[p_axis] = p_value;
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}
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real_t Vector3::get_axis(int p_axis) const {
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ERR_FAIL_INDEX_V(p_axis, 3, 0);
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return operator[](p_axis);
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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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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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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 Vector3::snapped(real_t p_val) const {
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Vector3 v = *this;
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v.snap(p_val);
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return v;
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}
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Vector3 Vector3::cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const {
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Vector3 p0 = p_pre_a;
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Vector3 p1 = *this;
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Vector3 p2 = p_b;
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Vector3 p3 = p_post_b;
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{
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//normalize
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real_t ab = p0.distance_to(p1);
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real_t bc = p1.distance_to(p2);
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real_t cd = p2.distance_to(p3);
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if (ab > 0)
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p0 = p1 + (p0 - p1) * (bc / ab);
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if (cd > 0)
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p3 = p2 + (p3 - p2) * (bc / cd);
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}
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real_t t = p_t;
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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 = 0.5 * ((p1 * 2.0) +
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(-p0 + p2) * t +
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(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
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(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
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return out;
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}
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Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const {
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Vector3 p0 = p_pre_a;
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Vector3 p1 = *this;
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Vector3 p2 = p_b;
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Vector3 p3 = p_post_b;
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real_t t = p_t;
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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 = 0.5 * ((p1 * 2.0) +
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(-p0 + p2) * t +
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(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
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(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
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return out;
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}
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#if 0
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Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const {
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Vector3 p0=p_pre_a;
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Vector3 p1=*this;
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Vector3 p2=p_b;
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Vector3 p3=p_post_b;
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if (true) {
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real_t ab = p0.distance_to(p1);
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real_t bc = p1.distance_to(p2);
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real_t cd = p2.distance_to(p3);
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//if (ab>bc) {
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if (ab>0)
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p0 = p1+(p0-p1)*(bc/ab);
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//}
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//if (cd>bc) {
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if (cd>0)
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p3 = p2+(p3-p2)*(bc/cd);
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//}
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}
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real_t t = p_t;
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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.x = 0.5 * ( ( 2.0 * p1.x ) +
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( -p0.x + p2.x ) * t +
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( 2.0 * p0.x - 5.0 * p1.x + 4 * p2.x - p3.x ) * t2 +
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( -p0.x + 3.0 * p1.x - 3.0 * p2.x + p3.x ) * t3 );
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out.y = 0.5 * ( ( 2.0 * p1.y ) +
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( -p0.y + p2.y ) * t +
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( 2.0 * p0.y - 5.0 * p1.y + 4 * p2.y - p3.y ) * t2 +
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( -p0.y + 3.0 * p1.y - 3.0 * p2.y + p3.y ) * t3 );
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out.z = 0.5 * ( ( 2.0 * p1.z ) +
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( -p0.z + p2.z ) * t +
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( 2.0 * p0.z - 5.0 * p1.z + 4 * p2.z - p3.z ) * t2 +
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( -p0.z + 3.0 * p1.z - 3.0 * p2.z + p3.z ) * t3 );
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return out;
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}
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#endif
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Vector3::operator String() const {
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return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
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}
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