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authorJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
committerJuan Linietsky <reduzio@gmail.com>2014-02-09 22:10:30 -0300
commit0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch)
tree276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/math/vector3.cpp
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
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+/*************************************************************************/
+/* vector3.cpp */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* http://www.godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
+/* */
+/* Permission is hereby granted, free of charge, to any person obtaining */
+/* a copy of this software and associated documentation files (the */
+/* "Software"), to deal in the Software without restriction, including */
+/* without limitation the rights to use, copy, modify, merge, publish, */
+/* distribute, sublicense, and/or sell copies of the Software, and to */
+/* permit persons to whom the Software is furnished to do so, subject to */
+/* the following conditions: */
+/* */
+/* The above copyright notice and this permission notice shall be */
+/* included in all copies or substantial portions of the Software. */
+/* */
+/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
+/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
+/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
+/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
+/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
+/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
+/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
+/*************************************************************************/
+#include "vector3.h"
+
+
+
+void Vector3::rotate(const Vector3& p_axis,float p_phi) {
+
+ Vector3 axis1 = cross(p_axis);
+ float l = axis1.length();
+ if (l==0)
+ return;
+ axis1/=l;
+ Vector3 axis2 = axis1.cross(p_axis).normalized();
+
+ float _x = axis1.dot(*this);
+ float _y = axis2.dot(*this);
+
+ float ang = Math::atan2(_x,_y);
+
+ ang+=p_phi;
+
+ *this=((axis1 * Math::cos(ang)) + (axis2 * Math::sin(ang))) * length();
+
+}
+
+Vector3 Vector3::rotated(const Vector3& p_axis,float p_phi) const {
+
+ Vector3 r = *this;
+ r.rotate(p_axis,p_phi);
+ return r;
+}
+
+void Vector3::set_axis(int p_axis,real_t p_value) {
+ ERR_FAIL_INDEX(p_axis,3);
+ coord[p_axis]=p_value;
+
+}
+real_t Vector3::get_axis(int p_axis) const {
+
+ ERR_FAIL_INDEX_V(p_axis,3,0);
+ return operator[](p_axis);
+}
+
+int Vector3::min_axis() const {
+
+ return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
+}
+int Vector3::max_axis() const {
+
+ return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
+}
+
+
+void Vector3::snap(float p_val) {
+
+ x+=p_val/2.0;
+ x-=Math::fmod(x,p_val);
+ y+=p_val/2.0;
+ y-=Math::fmod(y,p_val);
+ z+=p_val/2.0;
+ z-=Math::fmod(z,p_val);
+
+}
+Vector3 Vector3::snapped(float p_val) const {
+
+ Vector3 v=*this;
+ v.snap(p_val);
+ return v;
+}
+
+
+Vector3 Vector3::cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
+
+ Vector3 p0=p_pre_a;
+ Vector3 p1=*this;
+ Vector3 p2=p_b;
+ Vector3 p3=p_post_b;
+
+ {
+ //normalize
+
+ float ab = p0.distance_to(p1);
+ float bc = p1.distance_to(p2);
+ float cd = p2.distance_to(p3);
+
+ if (ab>0)
+ p0 = p1+(p0-p1)*(bc/ab);
+ if (cd>0)
+ p3 = p2+(p3-p2)*(bc/cd);
+ }
+
+
+ float t = p_t;
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ Vector3 out;
+ out = 0.5f * ( ( p1 * 2.0f) +
+ ( -p0 + p2 ) * t +
+ ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ return out;
+
+}
+
+Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
+
+ Vector3 p0=p_pre_a;
+ Vector3 p1=*this;
+ Vector3 p2=p_b;
+ Vector3 p3=p_post_b;
+
+ float t = p_t;
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ Vector3 out;
+ out = 0.5f * ( ( p1 * 2.0f) +
+ ( -p0 + p2 ) * t +
+ ( 2.0f * p0 - 5.0f * p1 + 4 * p2 - p3 ) * t2 +
+ ( -p0 + 3.0f * p1 - 3.0f * p2 + p3 ) * t3 );
+ return out;
+
+}
+
+#if 0
+Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
+
+ Vector3 p0=p_pre_a;
+ Vector3 p1=*this;
+ Vector3 p2=p_b;
+ Vector3 p3=p_post_b;
+
+ if (true) {
+
+ float ab = p0.distance_to(p1);
+ float bc = p1.distance_to(p2);
+ float cd = p2.distance_to(p3);
+
+ //if (ab>bc) {
+ if (ab>0)
+ p0 = p1+(p0-p1)*(bc/ab);
+ //}
+
+ //if (cd>bc) {
+ if (cd>0)
+ p3 = p2+(p3-p2)*(bc/cd);
+ //}
+ }
+
+ float t = p_t;
+ float t2 = t * t;
+ float t3 = t2 * t;
+
+ Vector3 out;
+ out.x = 0.5f * ( ( 2.0f * p1.x ) +
+ ( -p0.x + p2.x ) * t +
+ ( 2.0f * p0.x - 5.0f * p1.x + 4 * p2.x - p3.x ) * t2 +
+ ( -p0.x + 3.0f * p1.x - 3.0f * p2.x + p3.x ) * t3 );
+ out.y = 0.5f * ( ( 2.0f * p1.y ) +
+ ( -p0.y + p2.y ) * t +
+ ( 2.0f * p0.y - 5.0f * p1.y + 4 * p2.y - p3.y ) * t2 +
+ ( -p0.y + 3.0f * p1.y - 3.0f * p2.y + p3.y ) * t3 );
+ out.z = 0.5f * ( ( 2.0f * p1.z ) +
+ ( -p0.z + p2.z ) * t +
+ ( 2.0f * p0.z - 5.0f * p1.z + 4 * p2.z - p3.z ) * t2 +
+ ( -p0.z + 3.0f * p1.z - 3.0f * p2.z + p3.z ) * t3 );
+ return out;
+}
+# endif
+Vector3::operator String() const {
+
+ return (rtos(x)+", "+rtos(y)+", "+rtos(z));
+}