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e031aa06ee
Add add Vector3 operator in Vector3i.
147 lines
5.3 KiB
C++
147 lines
5.3 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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 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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#include "core/math/vector2.h"
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#include "core/math/vector3i.h"
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#include "core/string/ustring.h"
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void Vector3::rotate(const Vector3 &p_axis, const 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, const 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(const int p_axis, const 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(const 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(const 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(const 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, const real_t p_weight) const {
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Vector3 res = *this;
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res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
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res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
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res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
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return res;
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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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Vector2 Vector3::octahedron_encode() const {
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Vector3 n = *this;
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n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z);
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Vector2 o;
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if (n.z >= 0.0f) {
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o.x = n.x;
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o.y = n.y;
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} else {
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o.x = (1.0f - Math::abs(n.y)) * (n.x >= 0.0f ? 1.0f : -1.0f);
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o.y = (1.0f - Math::abs(n.x)) * (n.y >= 0.0f ? 1.0f : -1.0f);
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}
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o.x = o.x * 0.5f + 0.5f;
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o.y = o.y * 0.5f + 0.5f;
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return o;
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}
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Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
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Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f);
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Vector3 n(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
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float t = CLAMP(-n.z, 0.0f, 1.0f);
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n.x += n.x >= 0 ? -t : t;
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n.y += n.y >= 0 ? -t : t;
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return n.normalized();
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}
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Basis Vector3::outer(const Vector3 &p_with) const {
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Vector3 row0(x * p_with.x, x * p_with.y, x * p_with.z);
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Vector3 row1(y * p_with.x, y * p_with.y, y * p_with.z);
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Vector3 row2(z * p_with.x, z * p_with.y, z * p_with.z);
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return Basis(row0, row1, row2);
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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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Vector3::operator Vector3i() const {
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return Vector3i(x, y, z);
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}
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