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authorKarroffel <therzog@mail.de>2017-03-06 03:30:46 +0100
committerKarroffel <therzog@mail.de>2017-03-06 03:30:46 +0100
commit92e1f553ec7b6c609a8503a0d9bbf21f236a9805 (patch)
treec54344cad1492379b6da23df24f83f8098efa4c1 /include/godot_cpp/core/Vector3.cpp
parente3d98fd75788cad33f84498e40e08c235eca506f (diff)
downloadredot-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.cpp343
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
+}
+
+
+}
+