diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/core/Basis.cpp | 9 | ||||
-rw-r--r-- | src/core/Vector2.cpp | 152 | ||||
-rw-r--r-- | src/core/Vector3.cpp | 217 |
3 files changed, 0 insertions, 378 deletions
diff --git a/src/core/Basis.cpp b/src/core/Basis.cpp index 73d9cd5..466f309 100644 --- a/src/core/Basis.cpp +++ b/src/core/Basis.cpp @@ -31,15 +31,6 @@ Basis::Basis() { elements[2][2] = 1; } -const Vector3 &Basis::operator[](int axis) const { - - return elements[axis]; -} -Vector3 &Basis::operator[](int axis) { - - return elements[axis]; -} - #define cofac(row1, col1, row2, col2) \ (elements[row1][col1] * elements[row2][col2] - elements[row1][col2] * elements[row2][col1]) diff --git a/src/core/Vector2.cpp b/src/core/Vector2.cpp index 66f6bdd..2da6f47 100644 --- a/src/core/Vector2.cpp +++ b/src/core/Vector2.cpp @@ -1,61 +1,11 @@ #include "Vector2.hpp" -#include <cmath> - #include <gdnative/vector2.h> #include "String.hpp" namespace godot { -Vector2 Vector2::operator+(const Vector2 &p_v) const { - return Vector2(x + p_v.x, y + p_v.y); -} - -void Vector2::operator+=(const Vector2 &p_v) { - x += p_v.x; - y += p_v.y; -} - -Vector2 Vector2::operator-(const Vector2 &p_v) const { - return Vector2(x - p_v.x, y - p_v.y); -} - -void Vector2::operator-=(const Vector2 &p_v) { - x -= p_v.x; - y -= p_v.y; -} - -Vector2 Vector2::operator*(const Vector2 &p_v1) const { - return Vector2(x * p_v1.x, y * p_v1.y); -} - -Vector2 Vector2::operator*(const real_t &rvalue) const { - return Vector2(x * rvalue, y * rvalue); -} - -void Vector2::operator*=(const real_t &rvalue) { - x *= rvalue; - y *= rvalue; -} - -Vector2 Vector2::operator/(const Vector2 &p_v1) const { - return Vector2(x / p_v1.x, y / p_v1.y); -} - -Vector2 Vector2::operator/(const real_t &rvalue) const { - return Vector2(x / rvalue, y / rvalue); -} - -void Vector2::operator/=(const real_t &rvalue) { - x /= rvalue; - y /= rvalue; -} - -Vector2 Vector2::operator-() const { - return Vector2(-x, -y); -} - bool Vector2::operator==(const Vector2 &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } @@ -64,56 +14,6 @@ bool Vector2::operator!=(const Vector2 &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } -void Vector2::normalize() { - real_t l = x * x + y * y; - if (l != 0) { - l = sqrt(l); - x /= l; - y /= l; - } -} - -Vector2 Vector2::normalized() const { - Vector2 v = *this; - v.normalize(); - return v; -} - -real_t Vector2::length() const { - return sqrt(x * x + y * y); -} -real_t Vector2::length_squared() const { - return x * x + y * y; -} - -real_t Vector2::distance_to(const Vector2 &p_vector2) const { - return sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y)); -} - -real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const { - return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y); -} - -real_t Vector2::angle_to(const Vector2 &p_vector2) const { - return atan2(cross(p_vector2), dot(p_vector2)); -} - -real_t Vector2::angle_to_point(const Vector2 &p_vector2) const { - return atan2(y - p_vector2.y, x - p_vector2.x); -} - -real_t Vector2::dot(const Vector2 &p_other) const { - return x * p_other.x + y * p_other.y; -} - -real_t Vector2::cross(const Vector2 &p_other) const { - return x * p_other.y - y * p_other.x; -} - -Vector2 Vector2::cross(real_t p_other) const { - return Vector2(p_other * y, -p_other * x); -} - Vector2 Vector2::project(const Vector2 &p_vec) const { Vector2 v1 = p_vec; Vector2 v2 = *this; @@ -134,19 +34,6 @@ Vector2 Vector2::clamped(real_t p_len) const { return v; } -Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_t) { - Vector2 res = p_a; - res.x += (p_t * (p_b.x - p_a.x)); - res.y += (p_t * (p_b.y - p_a.y)); - return res; -} - -Vector2 Vector2::linear_interpolate(const Vector2 &p_b, real_t p_t) const { - Vector2 res = *this; - res.x += (p_t * (p_b.x - x)); - res.y += (p_t * (p_b.y - y)); - return res; -} Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_t) const { Vector2 p0 = p_pre_a; Vector2 p1 = *this; @@ -167,45 +54,6 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c return out; } -Vector2 Vector2::slide(const Vector2 &p_vec) const { - return p_vec - *this * this->dot(p_vec); -} - -Vector2 Vector2::reflect(const Vector2 &p_vec) const { - return p_vec - *this * this->dot(p_vec) * 2.0; -} - -real_t Vector2::angle() const { - return atan2(y, x); -} - -void Vector2::set_rotation(real_t p_radians) { - - x = cosf(p_radians); - y = sinf(p_radians); -} - -Vector2 Vector2::abs() const { - - return Vector2(fabs(x), fabs(y)); -} - -Vector2 Vector2::rotated(real_t p_by) const { - Vector2 v; - v.set_rotation(angle() + p_by); - v *= length(); - return v; -} - -Vector2 Vector2::tangent() const { - - return Vector2(y, -x); -} - -Vector2 Vector2::floor() const { - return Vector2(::floor(x), ::floor(y)); -} - Vector2 Vector2::snapped(const Vector2 &p_by) const { return Vector2( p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x, diff --git a/src/core/Vector3.cpp b/src/core/Vector3.cpp index a15fb78..cf95792 100644 --- a/src/core/Vector3.cpp +++ b/src/core/Vector3.cpp @@ -4,118 +4,10 @@ #include <stdlib.h> -#include <cmath> - #include "Basis.hpp" 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; -} - -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) @@ -138,30 +30,6 @@ bool Vector3::operator<=(const Vector3 &p_v) const { } } -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; @@ -180,54 +48,6 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &b, const Vector3 &pre_a, const return out; } -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; - - 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_squared(); -} - -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::angle_to(const Vector3 &b) const { - return std::atan2(cross(b).length(), dot(b)); -} - -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); -} - -bool Vector3::is_normalized() const { - return std::abs(length_squared() - 1.0) < 0.00001; -} - 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); @@ -243,41 +63,10 @@ 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) @@ -289,12 +78,6 @@ void Vector3::snap(real_t 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::num(x) + ", " + String::num(y) + ", " + String::num(z); } |