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Happy new year to the wonderful Godot community!
2020 has been a tough year for most of us personally, but a good year for
Godot development nonetheless with a huge amount of work done towards Godot
4.0 and great improvements backported to the long-lived 3.2 branch.
We've had close to 400 contributors to engine code this year, authoring near
7,000 commit! (And that's only for the `master` branch and for the engine code,
there's a lot more when counting docs, demos and other first-party repos.)
Here's to a great year 2021 for all Godot users 🎆
121 lines
4.3 KiB
C++
121 lines
4.3 KiB
C++
/*************************************************************************/
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/* vector3.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "vector3.h"
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#include "core/math/basis.h"
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void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
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*this = Basis(p_axis, p_phi).xform(*this);
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}
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Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_phi) const {
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Vector3 r = *this;
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r.rotate(p_axis, p_phi);
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return r;
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}
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void Vector3::set_axis(int p_axis, real_t p_value) {
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ERR_FAIL_INDEX(p_axis, 3);
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coord[p_axis] = p_value;
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}
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real_t Vector3::get_axis(int p_axis) const {
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ERR_FAIL_INDEX_V(p_axis, 3, 0);
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return operator[](p_axis);
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}
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int Vector3::min_axis() const {
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return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
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}
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int Vector3::max_axis() const {
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return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
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}
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void Vector3::snap(Vector3 p_step) {
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x = Math::snapped(x, p_step.x);
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y = Math::snapped(y, p_step.y);
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z = Math::snapped(z, p_step.z);
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}
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Vector3 Vector3::snapped(Vector3 p_step) const {
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Vector3 v = *this;
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v.snap(p_step);
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return v;
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}
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Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const {
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Vector3 p0 = p_pre_a;
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Vector3 p1 = *this;
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Vector3 p2 = p_b;
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Vector3 p3 = p_post_b;
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real_t t = p_weight;
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real_t t2 = t * t;
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real_t t3 = t2 * t;
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Vector3 out;
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out = 0.5 * ((p1 * 2.0) +
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(-p0 + p2) * t +
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(2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 +
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(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
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return out;
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}
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Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
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Vector3 v = *this;
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Vector3 vd = p_to - v;
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real_t len = vd.length();
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return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
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}
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Basis Vector3::outer(const Vector3 &p_b) const {
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Vector3 row0(x * p_b.x, x * p_b.y, x * p_b.z);
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Vector3 row1(y * p_b.x, y * p_b.y, y * p_b.z);
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Vector3 row2(z * p_b.x, z * p_b.y, z * p_b.z);
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return Basis(row0, row1, row2);
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}
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Basis Vector3::to_diagonal_matrix() const {
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return Basis(x, 0, 0,
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0, y, 0,
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0, 0, z);
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}
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bool Vector3::is_equal_approx(const Vector3 &p_v) const {
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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);
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}
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Vector3::operator String() const {
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return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
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}
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