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author | Karroffel <therzog@mail.de> | 2017-03-06 03:30:46 +0100 |
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committer | Karroffel <therzog@mail.de> | 2017-03-06 03:30:46 +0100 |
commit | 92e1f553ec7b6c609a8503a0d9bbf21f236a9805 (patch) | |
tree | c54344cad1492379b6da23df24f83f8098efa4c1 /include/godot_cpp/core/Vector3.cpp | |
parent | e3d98fd75788cad33f84498e40e08c235eca506f (diff) | |
download | redot-cpp-92e1f553ec7b6c609a8503a0d9bbf21f236a9805.tar.gz |
properly implemented core types (c++ wise)
Diffstat (limited to 'include/godot_cpp/core/Vector3.cpp')
-rw-r--r-- | include/godot_cpp/core/Vector3.cpp | 343 |
1 files changed, 343 insertions, 0 deletions
diff --git a/include/godot_cpp/core/Vector3.cpp b/include/godot_cpp/core/Vector3.cpp new file mode 100644 index 0000000..64043f6 --- /dev/null +++ b/include/godot_cpp/core/Vector3.cpp @@ -0,0 +1,343 @@ +#include "Vector3.h" + +#include "String.h" + +#include <stdlib.h> + +#include <cmath> + + +#include "Basis.h" + +namespace godot { + + +Vector3::Vector3(real_t x, real_t y, real_t z) +{ + this->x = x; + this->y = y; + this->z = z; +} + +Vector3::Vector3() +{ + this->x = 0; + this->y = 0; + this->z = 0; +} + +Vector3::Vector3(const Vector3& b) +{ + this->x = b.x; + this->y = b.y; + this->z = b.z; +} + +const real_t& Vector3::operator[](int p_axis) const +{ + return coord[p_axis]; +} + +real_t& Vector3::operator[](int p_axis) +{ + return coord[p_axis]; +} + +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 +{ + Vector3 v = *this; + v += p_v; + return v; +} + +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 +{ + Vector3 v = *this; + v -= p_v; + return v; +} + +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 +{ + Vector3 v = *this; + v *= p_v; + return v; +} + +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 +{ + Vector3 v = *this; + v /= p_v; + return v; +} + + +Vector3& Vector3::operator*=(real_t p_scalar) +{ + *this *= Vector3(p_scalar, p_scalar, p_scalar); + return *this; +} + +Vector3 Vector3::operator*(real_t p_scalar) const +{ + Vector3 v = *this; + v *= p_scalar; + return v; +} + +Vector3& Vector3::operator/=(real_t p_scalar) +{ + *this /= Vector3(p_scalar, p_scalar, p_scalar); + return *this; +} + +Vector3 Vector3::operator/(real_t p_scalar) const +{ + Vector3 v = *this; + v /= p_scalar; + return v; +} + +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; + } +} + +Vector3 Vector3::abs() const +{ + return Vector3(::fabs(x), ::fabs(y), ::fabs(z)); +} + +Vector3 Vector3::ceil() const +{ + return Vector3(::ceil(x), ::ceil(y), ::ceil(z)); +} + +Vector3 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 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 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 Vector3::length() const +{ + real_t x2=x*x; + real_t y2=y*y; + real_t z2=z*z; + + return ::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; +} + +real_t Vector3::distance_squared_to(const Vector3& b) const +{ + return (b-*this).length(); +} + +real_t Vector3::distance_to(const Vector3& b) const +{ + return (b-*this).length_squared(); +} + +real_t Vector3::dot(const Vector3& b) const +{ + return x*b.x + y*b.y + z*b.z; +} + +Vector3 Vector3::floor() const +{ + return Vector3(::floor(x), ::floor(y), ::floor(z)); +} + +Vector3 Vector3::inverse() const +{ + return Vector3( 1.0/x, 1.0/y, 1.0/z ); +} + + + + +int Vector3::max_axis() const +{ + return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0); +} + +int Vector3::min_axis() const +{ + return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2); +} + +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::reflect(const Vector3& by) const +{ + return by - *this * this->dot(by) * 2.0; +} + +Vector3 Vector3::rotated(const Vector3& axis, const real_t phi) const +{ + Vector3 v = *this; + v.rotate(axis, phi); + return v; +} + +void Vector3::rotate(const Vector3& p_axis,real_t p_phi) +{ + *this=Basis(p_axis,p_phi).xform(*this); +} + +Vector3 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 Vector3::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 Vector3::snapped(const float by) +{ + Vector3 v = *this; + v.snap(by); + return v; +} + +Vector3::operator String() const +{ + return String(); // @Todo +} + + +} + |