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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.h
parent0e49da1687bc8192ed210947da52c9e5c5f301bb (diff)
downloadredot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz
GODOT IS OPEN SOURCE
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+/*************************************************************************/
+/* vector3.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+#ifndef VECTOR3_H
+#define VECTOR3_H
+
+#include "typedefs.h"
+#include "math_defs.h"
+#include "math_funcs.h"
+#include "ustring.h"
+
+
+struct Vector3 {
+
+ enum Axis {
+ AXIS_X,
+ AXIS_Y,
+ AXIS_Z,
+ };
+
+ union {
+
+#ifdef USE_QUAD_VECTORS
+
+ struct {
+ real_t x;
+ real_t y;
+ real_t z;
+ real_t _unused;
+ };
+ real_t coord[4];
+#else
+
+ struct {
+ real_t x;
+ real_t y;
+ real_t z;
+ };
+
+ real_t coord[3];
+#endif
+ };
+
+ _FORCE_INLINE_ const real_t& operator[](int p_axis) const {
+
+ return coord[p_axis];
+ }
+
+ _FORCE_INLINE_ real_t& operator[](int p_axis) {
+
+ return coord[p_axis];
+ }
+
+ void set_axis(int p_axis,real_t p_value);
+ real_t get_axis(int p_axis) const;
+
+ int min_axis() const;
+ int max_axis() const;
+
+ _FORCE_INLINE_ real_t length() const;
+ _FORCE_INLINE_ real_t length_squared() const;
+
+ _FORCE_INLINE_ void normalize();
+ _FORCE_INLINE_ Vector3 normalized() const;
+ _FORCE_INLINE_ Vector3 inverse() const;
+
+ _FORCE_INLINE_ void zero();
+
+ void snap(float p_val);
+ Vector3 snapped(float p_val) const;
+
+ void rotate(const Vector3& p_axis,float p_phi);
+ Vector3 rotated(const Vector3& p_axis,float p_phi) const;
+
+ /* Static Methods between 2 vector3s */
+
+ _FORCE_INLINE_ Vector3 linear_interpolate(const Vector3& p_b,float p_t) const;
+ Vector3 cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
+ Vector3 cubic_interpolaten(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const;
+
+ _FORCE_INLINE_ Vector3 cross(const Vector3& p_b) const;
+ _FORCE_INLINE_ real_t dot(const Vector3& p_b) const;
+
+ _FORCE_INLINE_ Vector3 abs() const;
+
+ _FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const;
+ _FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const;
+
+ /* Operators */
+
+ _FORCE_INLINE_ Vector3& operator+=(const Vector3& p_v);
+ _FORCE_INLINE_ Vector3 operator+(const Vector3& p_v) const;
+ _FORCE_INLINE_ Vector3& operator-=(const Vector3& p_v);
+ _FORCE_INLINE_ Vector3 operator-(const Vector3& p_v) const;
+ _FORCE_INLINE_ Vector3& operator*=(const Vector3& p_v);
+ _FORCE_INLINE_ Vector3 operator*(const Vector3& p_v) const;
+ _FORCE_INLINE_ Vector3& operator/=(const Vector3& p_v);
+ _FORCE_INLINE_ Vector3 operator/(const Vector3& p_v) const;
+
+
+ _FORCE_INLINE_ Vector3& operator*=(real_t p_scalar);
+ _FORCE_INLINE_ Vector3 operator*(real_t p_scalar) const;
+ _FORCE_INLINE_ Vector3& operator/=(real_t p_scalar);
+ _FORCE_INLINE_ Vector3 operator/(real_t p_scalar) const;
+
+ _FORCE_INLINE_ Vector3 operator-() const;
+
+ _FORCE_INLINE_ bool operator==(const Vector3& p_v) const;
+ _FORCE_INLINE_ bool operator!=(const Vector3& p_v) const;
+ _FORCE_INLINE_ bool operator<(const Vector3& p_v) const;
+ _FORCE_INLINE_ bool operator<=(const Vector3& p_v) const;
+
+ operator String() const;
+
+ _FORCE_INLINE_ Vector3() { x=y=z=0; }
+ _FORCE_INLINE_ Vector3(real_t p_x,real_t p_y,real_t p_z) { x=p_x; y=p_y; z=p_z; }
+
+};
+
+#ifdef VECTOR3_IMPL_OVERRIDE
+
+#include "vector3_inline.h"
+
+#else
+
+Vector3 Vector3::cross(const Vector3& p_b) const {
+
+ Vector3 ret (
+ (y * p_b.z) - (z * p_b.y),
+ (z * p_b.x) - (x * p_b.z),
+ (x * p_b.y) - (y * p_b.x)
+ );
+
+ return ret;
+}
+real_t Vector3::dot(const Vector3& p_b) const {
+
+ return x*p_b.x + y*p_b.y + z*p_b.z;
+}
+
+Vector3 Vector3::abs() const {
+
+ return Vector3( Math::abs(x), Math::abs(y), Math::abs(z) );
+}
+
+Vector3 Vector3::linear_interpolate(const Vector3& p_b,float 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))
+ );
+
+}
+
+
+
+real_t Vector3::distance_to(const Vector3& p_b) const {
+ return (p_b-*this).length();
+}
+real_t Vector3::distance_squared_to(const Vector3& p_b) const {
+
+ return (p_b-*this).length_squared();
+}
+
+/* Operators */
+
+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 {
+
+ return Vector3(x+p_v.x, y+p_v.y, z+ p_v.z);
+}
+
+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 {
+
+ return Vector3(x-p_v.x, y-p_v.y, z- p_v.z);
+}
+
+
+
+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 {
+
+ return Vector3(x*p_v.x, y*p_v.y, z* p_v.z);
+}
+
+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 {
+
+ return Vector3(x/p_v.x, y/p_v.y, z/ p_v.z);
+}
+
+Vector3& Vector3::operator*=(real_t p_scalar) {
+ x*=p_scalar;
+ y*=p_scalar;
+ z*=p_scalar;
+ return *this;
+
+}
+
+_FORCE_INLINE_ Vector3 operator*(real_t p_scalar, const Vector3& p_vec) {
+ return p_vec * p_scalar;
+}
+
+Vector3 Vector3::operator*(real_t p_scalar) const {
+
+ return Vector3( x*p_scalar, y*p_scalar, z*p_scalar);
+}
+
+Vector3& Vector3::operator/=(real_t p_scalar) {
+ x/=p_scalar;
+ y/=p_scalar;
+ z/=p_scalar;
+ return *this;
+
+}
+
+Vector3 Vector3::operator/(real_t p_scalar) const {
+
+ return Vector3( x/p_scalar, y/p_scalar, z/p_scalar);
+}
+
+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;
+
+}
+
+_FORCE_INLINE_ Vector3 vec3_cross(const Vector3& p_a, const Vector3& p_b) {
+
+ return p_a.cross(p_b);
+}
+
+_FORCE_INLINE_ real_t vec3_dot(const Vector3& p_a, const Vector3& p_b) {
+
+ return p_a.dot(p_b);
+}
+
+real_t Vector3::length() const {
+
+ real_t x2=x*x;
+ real_t y2=y*y;
+ real_t z2=z*z;
+
+ return Math::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;
+
+}
+
+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::inverse() const {
+
+ return Vector3( 1.0/x, 1.0/y, 1.0/z );
+}
+
+void Vector3::zero() {
+
+ x=y=z=0;
+}
+
+#endif
+
+#endif // VECTOR3_H