mirror of
https://github.com/godotengine/godot.git
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554c776e08
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant). For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
131 lines
4.5 KiB
C++
131 lines
4.5 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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Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
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return Vector3(
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CLAMP(x, p_min.x, p_max.x),
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CLAMP(y, p_min.y, p_max.y),
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CLAMP(z, p_min.z, p_max.z));
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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::limit_length(const real_t p_len) const {
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const real_t l = length();
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Vector3 v = *this;
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if (l > 0 && p_len < l) {
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v /= l;
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v *= p_len;
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}
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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 "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ")";
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}
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