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author | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
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committer | Juan Linietsky <reduzio@gmail.com> | 2014-02-09 22:10:30 -0300 |
commit | 0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac (patch) | |
tree | 276c4d099e178eb67fbd14f61d77b05e3808e9e3 /core/math/vector3.h | |
parent | 0e49da1687bc8192ed210947da52c9e5c5f301bb (diff) | |
download | redot-engine-0b806ee0fc9097fa7bda7ac0109191c9c5e0a1ac.tar.gz |
GODOT IS OPEN SOURCE
Diffstat (limited to 'core/math/vector3.h')
-rw-r--r-- | core/math/vector3.h | 373 |
1 files changed, 373 insertions, 0 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h new file mode 100644 index 0000000000..959f7cd0a8 --- /dev/null +++ b/core/math/vector3.h @@ -0,0 +1,373 @@ +/*************************************************************************/ +/* 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 |