/*************************************************************************/ /* vector3.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2017 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" class Matrix3; struct Vector3 { enum Axis { AXIS_X, AXIS_Y, AXIS_Z, }; union { struct { real_t x; real_t y; real_t z; }; real_t coord[3]; }; _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_ Matrix3 outer(const Vector3& p_b) const; _FORCE_INLINE_ Matrix3 to_diagonal_matrix() const; _FORCE_INLINE_ Vector3 abs() const; _FORCE_INLINE_ Vector3 floor() const; _FORCE_INLINE_ Vector3 ceil() const; _FORCE_INLINE_ real_t distance_to(const Vector3& p_b) const; _FORCE_INLINE_ real_t distance_squared_to(const Vector3& p_b) const; _FORCE_INLINE_ real_t angle_to(const Vector3& p_b) const; _FORCE_INLINE_ Vector3 slide(const Vector3& p_vec) const; _FORCE_INLINE_ Vector3 reflect(const Vector3& p_vec) 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 #include "matrix3.h" 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; } Matrix3 Vector3::outer(const Vector3& p_b) const { Vector3 row0(x*p_b.x, x*p_b.y, x*p_b.z); Vector3 row1(y*p_b.x, y*p_b.y, y*p_b.z); Vector3 row2(z*p_b.x, z*p_b.y, z*p_b.z); return Matrix3(row0, row1, row2); } Matrix3 Vector3::to_diagonal_matrix() const { return Matrix3(x, 0, 0, 0, y, 0, 0, 0, z); } Vector3 Vector3::abs() const { return Vector3( Math::abs(x), Math::abs(y), Math::abs(z) ); } Vector3 Vector3::floor() const { return Vector3( Math::floor(x), Math::floor(y), Math::floor(z) ); } Vector3 Vector3::ceil() const { return Vector3( Math::ceil(x), Math::ceil(y), Math::ceil(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(); } real_t Vector3::angle_to(const Vector3& p_b) const { return Math::acos(this->dot(p_b) / Math::sqrt(this->length_squared() * p_b.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 zdot(p_vec); } Vector3 Vector3::reflect(const Vector3& p_vec) const { return p_vec - *this * this->dot(p_vec) * 2.0; } #endif #endif // VECTOR3_H