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| author | Karroffel <therzog@mail.de> | 2017-03-03 02:30:56 +0100 |
|---|---|---|
| committer | Karroffel <therzog@mail.de> | 2017-03-03 02:30:56 +0100 |
| commit | a1cb3d197f173528cf1ddc51874bf456bd63ebb2 (patch) | |
| tree | c264b09e7c61d8ba49941c6dc8217c5bb788264d | |
| parent | d39e50ddcef14b7e6442a9ca161aebc96d208e67 (diff) | |
| download | redot-cpp-a1cb3d197f173528cf1ddc51874bf456bd63ebb2.tar.gz | |
Added Vector3.h
| -rw-r--r-- | include/godot/core/Vector3.h | 392 |
1 files changed, 392 insertions, 0 deletions
diff --git a/include/godot/core/Vector3.h b/include/godot/core/Vector3.h new file mode 100644 index 0000000..d980891 --- /dev/null +++ b/include/godot/core/Vector3.h @@ -0,0 +1,392 @@ +#ifndef VECTOR3_H +#define VECTOR3_H + +typedef float real_t; + +#include "String.h" + +#include <cmath> + +typedef float real_t; // @Todo move this to a global Godot.h + +namespace godot { + + +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]; + }; + + Vector3(real_t x, real_t y, real_t z) + { + this->x = x; + this->y = y; + this->z = z; + } + + Vector3() + { + this->x = 0; + this->y = 0; + this->z = 0; + } + + Vector3(const Vector3& b) + { + this->x = b.x; + this->y = b.y; + this->z = b.z; + } + + const real_t& operator[](int p_axis) const + { + return coord[p_axis]; + } + + real_t& operator[](int p_axis) + { + return coord[p_axis]; + } + + Vector3& operator+=(const Vector3& p_v) + { + x += p_v.x; + y += p_v.y; + z += p_v.z; + return *this; + } + + Vector3 operator+(const Vector3& p_v) const + { + Vector3 v = *this; + v += p_v; + return v; + } + + Vector3& operator-=(const Vector3& p_v) + { + x -= p_v.x; + y -= p_v.y; + z -= p_v.z; + return *this; + } + + Vector3 operator-(const Vector3& p_v) const + { + Vector3 v = *this; + v -= p_v; + return v; + } + + Vector3& operator*=(const Vector3& p_v) + { + x *= p_v.x; + y *= p_v.y; + z *= p_v.z; + return *this; + } + + Vector3 operator*(const Vector3& p_v) const + { + Vector3 v = *this; + v *= p_v; + return v; + } + + Vector3& operator/=(const Vector3& p_v) + { + x /= p_v.x; + y /= p_v.y; + z /= p_v.z; + return *this; + } + + Vector3 operator/(const Vector3& p_v) const + { + Vector3 v = *this; + v /= p_v; + return v; + } + + + Vector3& operator*=(real_t p_scalar) + { + *this *= Vector3(p_scalar, p_scalar, p_scalar); + return *this; + } + + Vector3 operator*(real_t p_scalar) const + { + Vector3 v = *this; + v *= p_scalar; + return v; + } + + Vector3& operator/=(real_t p_scalar) + { + *this /= Vector3(p_scalar, p_scalar, p_scalar); + return *this; + } + + Vector3 operator/(real_t p_scalar) const + { + Vector3 v = *this; + v /= p_scalar; + return v; + } + + Vector3 operator-() const + { + return Vector3(-x, -y, -z); + } + + bool operator==(const Vector3& p_v) const + { + return (x==p_v.x && y==p_v.y && z==p_v.z); + } + + bool operator!=(const Vector3& p_v) const + { + return (x!=p_v.x || y!=p_v.y || z!=p_v.z); + } + + bool 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 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; + } + } + + Vector3 abs() const + { + return Vector3(::fabs(x), ::fabs(y), ::fabs(z)); + } + + Vector3 ceil() const + { + return Vector3(::ceil(x), ::ceil(y), ::ceil(z)); + } + + Vector3 cross(const Vector3& b) const + { + Vector3 ret ( + (y * b.z) - (z * b.y), + (z * b.x) - (x * b.z), + (x * b.y) - (y * b.x) + ); + + return ret; + } + + 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)) + ); + } + + Vector3 cubic_interpolate(const Vector3& b, const Vector3& pre_a, const Vector3& post_b, const real_t t) const + { + Vector3 p0=pre_a; + Vector3 p1=*this; + Vector3 p2=b; + Vector3 p3=post_b; + + real_t t2 = t * t; + real_t t3 = t2 * t; + + Vector3 out; + out = ( ( p1 * 2.0) + + ( -p0 + p2 ) * t + + ( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 + + ( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5; + return out; + } + + real_t length() const + { + real_t x2=x*x; + real_t y2=y*y; + real_t z2=z*z; + + return ::sqrt(x2+y2+z2); + } + + real_t length_squared() const + { + real_t x2=x*x; + real_t y2=y*y; + real_t z2=z*z; + + return x2+y2+z2; + } + + real_t distance_squared_to(const Vector3& b) const + { + return (b-*this).length(); + } + + real_t distance_to(const Vector3& b) const + { + return (b-*this).length_squared(); + } + + real_t dot(const Vector3& b) const + { + return x*b.x + y*b.y + z*b.z; + } + + Vector3 floor() const + { + return Vector3(::floor(x), ::floor(y), ::floor(z)); + } + + Vector3 inverse() const + { + return Vector3( 1.0/x, 1.0/y, 1.0/z ); + } + + + + + int max_axis() const + { + return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0); + } + + int min_axis() const + { + return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2); + } + + void normalize() + { + real_t l=length(); + if (l==0) { + x=y=z=0; + } else { + x/=l; + y/=l; + z/=l; + } + } + + Vector3 normalized() const + { + Vector3 v = *this; + v.normalize(); + return v; + } + + Vector3 reflect(const Vector3& by) const + { + return by - *this * this->dot(by) * 2.0; + } + + Vector3 rotated(const Vector3& axis, const real_t phi) const + { + Vector3 v = *this; + v.rotate(axis, phi); + return v; + } + + void rotate(const Vector3& p_axis,real_t p_phi) + { + // this is ugly, but I don't want to deal with C++ header inclusion order issues + + // this is what is happening here + + // *this=Basis(p_axis,p_phi).xform(*this); + + Vector3 elements[3]; + + Vector3 axis_sq(p_axis.x*p_axis.x,p_axis.y*p_axis.y,p_axis.z*p_axis.z); + + real_t cosine= ::cos(p_phi); + real_t sine= ::sin(p_phi); + + elements[0][0] = axis_sq.x + cosine * ( 1.0 - axis_sq.x ); + elements[0][1] = p_axis.x * p_axis.y * ( 1.0 - cosine ) - p_axis.z * sine; + elements[0][2] = p_axis.z * p_axis.x * ( 1.0 - cosine ) + p_axis.y * sine; + + elements[1][0] = p_axis.x * p_axis.y * ( 1.0 - cosine ) + p_axis.z * sine; + elements[1][1] = axis_sq.y + cosine * ( 1.0 - axis_sq.y ); + elements[1][2] = p_axis.y * p_axis.z * ( 1.0 - cosine ) - p_axis.x * sine; + + elements[2][0] = p_axis.z * p_axis.x * ( 1.0 - cosine ) - p_axis.y * sine; + elements[2][1] = p_axis.y * p_axis.z * ( 1.0 - cosine ) + p_axis.x * sine; + elements[2][2] = axis_sq.z + cosine * ( 1.0 - axis_sq.z ); + + *this = Vector3( + elements[0].dot(*this), + elements[1].dot(*this), + elements[2].dot(*this) + ); + + } + + Vector3 slide(const Vector3& by) const + { + return by - *this * this->dot(by); + } + +// this is ugly as well, but hey, I'm a simple man +#define _ugly_stepify(val, step) (step != 0 ? ::floor(val / step + 0.5) * step : val) + + void snap(real_t p_val) + { + x = _ugly_stepify(x,p_val); + y = _ugly_stepify(y,p_val); + z = _ugly_stepify(z,p_val); + } + +#undef _ugly_stepify + + Vector3 snapped(const float by) + { + Vector3 v = *this; + v.snap(by); + return v; + } +}; + +Vector3 operator*(real_t p_scalar, const Vector3& p_vec) +{ + return p_vec * p_scalar; +} + +} + +#endif // VECTOR3_H |
