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-rw-r--r--core/math/vector3.cpp44
1 files changed, 29 insertions, 15 deletions
diff --git a/core/math/vector3.cpp b/core/math/vector3.cpp
index d71d365053..b106200c4a 100644
--- a/core/math/vector3.cpp
+++ b/core/math/vector3.cpp
@@ -45,16 +45,6 @@ Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
return r;
}
-void Vector3::set_axis(const int p_axis, const real_t p_value) {
- ERR_FAIL_INDEX(p_axis, 3);
- coord[p_axis] = p_value;
-}
-
-real_t Vector3::get_axis(const int p_axis) const {
- ERR_FAIL_INDEX_V(p_axis, 3, 0);
- return operator[](p_axis);
-}
-
Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
return Vector3(
CLAMP(x, p_min.x, p_max.x),
@@ -117,18 +107,42 @@ Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
return n.normalized();
}
-Basis Vector3::outer(const Vector3 &p_with) const {
- Vector3 row0(x * p_with.x, x * p_with.y, x * p_with.z);
- Vector3 row1(y * p_with.x, y * p_with.y, y * p_with.z);
- Vector3 row2(z * p_with.x, z * p_with.y, z * p_with.z);
+Vector2 Vector3::octahedron_tangent_encode(const float sign) const {
+ Vector2 res = this->octahedron_encode();
+ res.y = res.y * 0.5f + 0.5f;
+ res.y = sign >= 0.0f ? res.y : 1 - res.y;
+ return res;
+}
- return Basis(row0, row1, row2);
+Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) {
+ Vector2 oct_compressed = p_oct;
+ oct_compressed.y = oct_compressed.y * 2 - 1;
+ *sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
+ oct_compressed.y = Math::abs(oct_compressed.y);
+ Vector3 res = Vector3::octahedron_decode(oct_compressed);
+ return res;
+}
+
+Basis Vector3::outer(const Vector3 &p_with) const {
+ Basis basis;
+ basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
+ basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
+ basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
+ return basis;
}
bool Vector3::is_equal_approx(const Vector3 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
}
+bool Vector3::is_zero_approx() const {
+ return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
+}
+
+bool Vector3::is_finite() const {
+ return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z);
+}
+
Vector3::operator String() const {
return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ")";
}