/*************************************************************************/ /* vector3.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* http://www.godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2016 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" #include "matrix3.h" void Vector3::rotate(const Vector3& p_axis,float p_phi) { *this=Matrix3(p_axis,p_phi).xform(*this); } 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=Math::stepify(x,p_val); y=Math::stepify(y,p_val); z=Math::stepify(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)); }