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authorKarroffel <therzog@mail.de>2017-03-03 02:30:56 +0100
committerKarroffel <therzog@mail.de>2017-03-03 02:30:56 +0100
commita1cb3d197f173528cf1ddc51874bf456bd63ebb2 (patch)
treec264b09e7c61d8ba49941c6dc8217c5bb788264d
parentd39e50ddcef14b7e6442a9ca161aebc96d208e67 (diff)
downloadredot-cpp-a1cb3d197f173528cf1ddc51874bf456bd63ebb2.tar.gz
Added Vector3.h
-rw-r--r--include/godot/core/Vector3.h392
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