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-rw-r--r--src/core/Vector3.cpp251
1 files changed, 99 insertions, 152 deletions
diff --git a/src/core/Vector3.cpp b/src/core/Vector3.cpp
index 4098825..a15fb78 100644
--- a/src/core/Vector3.cpp
+++ b/src/core/Vector3.cpp
@@ -10,346 +10,293 @@
namespace godot {
-Vector3::Vector3(real_t x, real_t y, real_t z)
-{
+Vector3::Vector3(real_t x, real_t y, real_t z) {
this->x = x;
this->y = y;
this->z = z;
}
-Vector3::Vector3()
-{
+Vector3::Vector3() {
this->x = 0;
this->y = 0;
this->z = 0;
}
-const real_t& Vector3::operator[](int p_axis) const
-{
+const real_t &Vector3::operator[](int p_axis) const {
return coord[p_axis];
}
-real_t& Vector3::operator[](int p_axis)
-{
+real_t &Vector3::operator[](int p_axis) {
return coord[p_axis];
}
-Vector3& Vector3::operator+=(const Vector3& p_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 Vector3::operator+(const Vector3 &p_v) const {
Vector3 v = *this;
v += p_v;
return v;
}
-Vector3& Vector3::operator-=(const Vector3& p_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 Vector3::operator-(const Vector3 &p_v) const {
Vector3 v = *this;
v -= p_v;
return v;
}
-Vector3& Vector3::operator*=(const Vector3& p_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 Vector3::operator*(const Vector3 &p_v) const {
Vector3 v = *this;
v *= p_v;
return v;
}
-Vector3& Vector3::operator/=(const Vector3& p_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 Vector3::operator/(const Vector3 &p_v) const {
Vector3 v = *this;
v /= p_v;
return v;
}
-
-Vector3& Vector3::operator*=(real_t p_scalar)
-{
+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 Vector3::operator*(real_t p_scalar) const {
Vector3 v = *this;
v *= p_scalar;
return v;
}
-Vector3& Vector3::operator/=(real_t p_scalar)
-{
+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 Vector3::operator/(real_t p_scalar) const {
Vector3 v = *this;
v /= p_scalar;
return v;
}
-Vector3 Vector3::operator-() const
-{
+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
-{
- 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;
+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;
+ return y < p_v.y;
} else {
- return x<p_v.x;
+ 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;
+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;
+ return y < p_v.y;
} else {
- return x<p_v.x;
+ return x < p_v.x;
}
}
-Vector3 Vector3::abs() const
-{
+Vector3 Vector3::abs() const {
return Vector3(::fabs(x), ::fabs(y), ::fabs(z));
}
-Vector3 Vector3::ceil() const
-{
+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)
- );
+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
-{
+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))
- );
+ 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;
+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;
+ 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;
}
-Vector3 Vector3::bounce(const Vector3& p_normal) const
-{
+Vector3 Vector3::bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
-real_t Vector3::length() const
-{
- real_t x2=x*x;
- real_t y2=y*y;
- real_t z2=z*z;
+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);
+ 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;
+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;
+ return x2 + y2 + z2;
}
-real_t Vector3::distance_squared_to(const Vector3& b) const
-{
- return (b-*this).length_squared();
+real_t Vector3::distance_squared_to(const Vector3 &b) const {
+ return (b - *this).length_squared();
}
-real_t Vector3::distance_to(const Vector3& b) const
-{
- return (b-*this).length();
+real_t Vector3::distance_to(const Vector3 &b) const {
+ return (b - *this).length();
}
-real_t Vector3::dot(const Vector3& b) const
-{
- return x*b.x + y*b.y + z*b.z;
+real_t Vector3::dot(const Vector3 &b) const {
+ return x * b.x + y * b.y + z * b.z;
}
-real_t Vector3::angle_to(const Vector3& b) const
-{
+real_t Vector3::angle_to(const Vector3 &b) const {
return std::atan2(cross(b).length(), dot(b));
}
-Vector3 Vector3::floor() const
-{
+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 );
+Vector3 Vector3::inverse() const {
+ return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
}
-bool Vector3::is_normalized() const
-{
+bool Vector3::is_normalized() const {
return std::abs(length_squared() - 1.0) < 0.00001;
}
-Basis Vector3::outer(const Vector3& b) const
-{
+Basis Vector3::outer(const Vector3 &b) const {
Vector3 row0(x * b.x, x * b.y, x * b.z);
Vector3 row1(y * b.x, y * b.y, y * b.z);
Vector3 row2(z * b.x, z * b.y, z * b.z);
return Basis(row0, row1, row2);
}
-
-int Vector3::max_axis() const
-{
+int Vector3::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
-int Vector3::min_axis() const
-{
+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;
+void Vector3::normalize() {
+ real_t l = length();
+ if (l == 0) {
+ x = y = z = 0;
} else {
- x/=l;
- y/=l;
- z/=l;
+ x /= l;
+ y /= l;
+ z /= l;
}
}
-Vector3 Vector3::normalized() const
-{
+Vector3 Vector3::normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
-Vector3 Vector3::reflect(const Vector3& by) const
-{
+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 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);
+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
-{
+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);
+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 Vector3::snapped(const float by) {
Vector3 v = *this;
v.snap(by);
return v;
}
-Vector3::operator String() const
-{
+Vector3::operator String() const {
return String::num(x) + ", " + String::num(y) + ", " + String::num(z);
}
-
-}
-
+} // namespace godot