godot/core/math/vector3.h
2017-02-14 17:05:16 -03:00

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9.5 KiB
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/*************************************************************************/
/* vector3.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* http://www.godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef VECTOR3_H
#define VECTOR3_H
#include "typedefs.h"
#include "math_defs.h"
#include "math_funcs.h"
#include "ustring.h"
class Basis;
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];
};
_FORCE_INLINE_ const real_t& operator[](int p_axis) const {
return coord[p_axis];
}
_FORCE_INLINE_ real_t& operator[](int p_axis) {
return coord[p_axis];
}
void set_axis(int p_axis,real_t p_value);
real_t get_axis(int p_axis) const;
int min_axis() const;
int max_axis() const;
_FORCE_INLINE_ real_t length() const;
_FORCE_INLINE_ real_t length_squared() const;
_FORCE_INLINE_ void normalize();
_FORCE_INLINE_ Vector3 normalized() const;
_FORCE_INLINE_ Vector3 inverse() const;
_FORCE_INLINE_ void zero();
void snap(real_t p_val);
Vector3 snapped(real_t p_val) const;
void rotate(const Vector3& p_axis,real_t p_phi);
Vector3 rotated(const Vector3& p_axis,real_t p_phi) const;
/* Static Methods between 2 vector3s */
_FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,real_t p_t) const;
Vector3 cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const;
Vector3 cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,real_t p_t) const;
_FORCE_INLINE_ Vector3 cross(const Vector3& p_b) const;
_FORCE_INLINE_ real_t dot(const Vector3& p_b) const;
_FORCE_INLINE_ Basis outer(const Vector3& p_b) const;
_FORCE_INLINE_ Basis to_diagonal_matrix() const;
_FORCE_INLINE_ Vector3 abs() const;
_FORCE_INLINE_ Vector3 floor() const;
_FORCE_INLINE_ Vector3 ceil() const;
_FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
_FORCE_INLINE_ real_t angle_to(const Vector3& p_b) const;
_FORCE_INLINE_ Vector3 slide(const Vector3& p_vec) const;
_FORCE_INLINE_ Vector3 reflect(const Vector3& p_vec) const;
/* Operators */
_FORCE_INLINE_ Vector3& operator+=(const Vector3& p_v);
_FORCE_INLINE_ Vector3 operator+(const Vector3& p_v) const;
_FORCE_INLINE_ Vector3& operator-=(const Vector3& p_v);
_FORCE_INLINE_ Vector3 operator-(const Vector3& p_v) const;
_FORCE_INLINE_ Vector3& operator*=(const Vector3& p_v);
_FORCE_INLINE_ Vector3 operator*(const Vector3& p_v) const;
_FORCE_INLINE_ Vector3& operator/=(const Vector3& p_v);
_FORCE_INLINE_ Vector3 operator/(const Vector3& p_v) const;
_FORCE_INLINE_ Vector3& operator*=(real_t p_scalar);
_FORCE_INLINE_ Vector3 operator*(real_t p_scalar) const;
_FORCE_INLINE_ Vector3& operator/=(real_t p_scalar);
_FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const;
_FORCE_INLINE_ Vector3 operator-() const;
_FORCE_INLINE_ bool operator==(const Vector3& p_v) const;
_FORCE_INLINE_ bool operator!=(const Vector3& p_v) const;
_FORCE_INLINE_ bool operator<(const Vector3& p_v) const;
_FORCE_INLINE_ bool operator<=(const Vector3& p_v) const;
operator String() const;
_FORCE_INLINE_ Vector3() { x=y=z=0; }
_FORCE_INLINE_ Vector3(real_t p_x,real_t p_y,real_t p_z) { x=p_x; y=p_y; z=p_z; }
};
#ifdef VECTOR3_IMPL_OVERRIDE
#include "vector3_inline.h"
#else
#include "matrix3.h"
Vector3 Vector3::cross(const Vector3& p_b) const {
Vector3 ret (
(y * p_b.z) - (z * p_b.y),
(z * p_b.x) - (x * p_b.z),
(x * p_b.y) - (y * p_b.x)
);
return ret;
}
real_t Vector3::dot(const Vector3& p_b) const {
return x*p_b.x + y*p_b.y + z*p_b.z;
}
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::abs() const {
return Vector3( Math::abs(x), Math::abs(y), Math::abs(z) );
}
Vector3 Vector3::floor() const {
return Vector3( Math::floor(x), Math::floor(y), Math::floor(z) );
}
Vector3 Vector3::ceil() const {
return Vector3( Math::ceil(x), Math::ceil(y), Math::ceil(z) );
}
Vector3 Vector3::linear_interpolate(const Vector3& p_b,real_t p_t) const {
return Vector3(
x+(p_t * (p_b.x-x)),
y+(p_t * (p_b.y-y)),
z+(p_t * (p_b.z-z))
);
}
real_t Vector3::distance_to(const Vector3& p_b) const {
return (p_b-*this).length();
}
real_t Vector3::distance_squared_to(const Vector3& p_b) const {
return (p_b-*this).length_squared();
}
real_t Vector3::angle_to(const Vector3& p_b) const {
return Math::acos(this->dot(p_b) / Math::sqrt(this->length_squared() * p_b.length_squared()));
}
/* Operators */
Vector3& Vector3::operator+=(const Vector3& p_v) {
x+=p_v.x;
y+=p_v.y;
z+=p_v.z;
return *this;
}
Vector3 Vector3::operator+(const Vector3& p_v) const {
return Vector3(x+p_v.x, y+p_v.y, z+ p_v.z);
}
Vector3& Vector3::operator-=(const Vector3& p_v) {
x-=p_v.x;
y-=p_v.y;
z-=p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3& p_v) const {
return Vector3(x-p_v.x, y-p_v.y, z- p_v.z);
}
Vector3& Vector3::operator*=(const Vector3& p_v) {
x*=p_v.x;
y*=p_v.y;
z*=p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3& p_v) const {
return Vector3(x*p_v.x, y*p_v.y, z* p_v.z);
}
Vector3& Vector3::operator/=(const Vector3& p_v) {
x/=p_v.x;
y/=p_v.y;
z/=p_v.z;
return *this;
}
Vector3 Vector3::operator/(const Vector3& p_v) const {
return Vector3(x/p_v.x, y/p_v.y, z/ p_v.z);
}
Vector3& Vector3::operator*=(real_t p_scalar) {
x*=p_scalar;
y*=p_scalar;
z*=p_scalar;
return *this;
}
_FORCE_INLINE_ Vector3 operator*(real_t p_scalar, const Vector3& p_vec) {
return p_vec * p_scalar;
}
Vector3 Vector3::operator*(real_t p_scalar) const {
return Vector3( x*p_scalar, y*p_scalar, z*p_scalar);
}
Vector3& Vector3::operator/=(real_t p_scalar) {
x/=p_scalar;
y/=p_scalar;
z/=p_scalar;
return *this;
}
Vector3 Vector3::operator/(real_t p_scalar) const {
return Vector3( x/p_scalar, y/p_scalar, z/p_scalar);
}
Vector3 Vector3::operator-() const {
return Vector3( -x, -y, -z );
}
bool Vector3::operator==(const Vector3& p_v) const {
return (x==p_v.x && y==p_v.y && z==p_v.z);
}
bool Vector3::operator!=(const Vector3& p_v) const {
return (x!=p_v.x || y!=p_v.y || z!=p_v.z);
}
bool Vector3::operator<(const Vector3& p_v) const {
if (x==p_v.x) {
if (y==p_v.y)
return z<p_v.z;
else
return y<p_v.y;
} else {
return x<p_v.x;
}
}
bool Vector3::operator<=(const Vector3& p_v) const {
if (x==p_v.x) {
if (y==p_v.y)
return z<=p_v.z;
else
return y<p_v.y;
} else {
return x<p_v.x;
}
}
_FORCE_INLINE_ Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
return p_a.cross(p_b);
}
_FORCE_INLINE_ real_t vec3_dot(const Vector3& p_a, const Vector3& p_b) {
return p_a.dot(p_b);
}
real_t Vector3::length() const {
real_t x2=x*x;
real_t y2=y*y;
real_t z2=z*z;
return Math::sqrt(x2+y2+z2);
}
real_t Vector3::length_squared() const {
real_t x2=x*x;
real_t y2=y*y;
real_t z2=z*z;
return x2+y2+z2;
}
void Vector3::normalize() {
real_t l=length();
if (l==0) {
x=y=z=0;
} else {
x/=l;
y/=l;
z/=l;
}
}
Vector3 Vector3::normalized() const {
Vector3 v=*this;
v.normalize();
return v;
}
Vector3 Vector3::inverse() const {
return Vector3( 1.0/x, 1.0/y, 1.0/z );
}
void Vector3::zero() {
x=y=z=0;
}
Vector3 Vector3::slide(const Vector3& p_vec) const {
return p_vec - *this * this->dot(p_vec);
}
Vector3 Vector3::reflect(const Vector3& p_vec) const {
return p_vec - *this * this->dot(p_vec) * 2.0;
}
#endif
#endif // VECTOR3_H