1/**************************************************************************/
2/* vector3.cpp */
3/**************************************************************************/
4/* This file is part of: */
5/* GODOT ENGINE */
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8/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
9/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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29/**************************************************************************/
30
31#include "vector3.h"
32
33#include "core/math/basis.h"
34#include "core/math/vector2.h"
35#include "core/math/vector3i.h"
36#include "core/string/ustring.h"
37
38void Vector3::rotate(const Vector3 &p_axis, const real_t p_angle) {
39 *this = Basis(p_axis, p_angle).xform(*this);
40}
41
42Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
43 Vector3 r = *this;
44 r.rotate(p_axis, p_angle);
45 return r;
46}
47
48Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
49 return Vector3(
50 CLAMP(x, p_min.x, p_max.x),
51 CLAMP(y, p_min.y, p_max.y),
52 CLAMP(z, p_min.z, p_max.z));
53}
54
55void Vector3::snap(const Vector3 p_step) {
56 x = Math::snapped(x, p_step.x);
57 y = Math::snapped(y, p_step.y);
58 z = Math::snapped(z, p_step.z);
59}
60
61Vector3 Vector3::snapped(const Vector3 p_step) const {
62 Vector3 v = *this;
63 v.snap(p_step);
64 return v;
65}
66
67Vector3 Vector3::limit_length(const real_t p_len) const {
68 const real_t l = length();
69 Vector3 v = *this;
70 if (l > 0 && p_len < l) {
71 v /= l;
72 v *= p_len;
73 }
74
75 return v;
76}
77
78Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
79 Vector3 v = *this;
80 Vector3 vd = p_to - v;
81 real_t len = vd.length();
82 return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
83}
84
85Vector2 Vector3::octahedron_encode() const {
86 Vector3 n = *this;
87 n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z);
88 Vector2 o;
89 if (n.z >= 0.0f) {
90 o.x = n.x;
91 o.y = n.y;
92 } else {
93 o.x = (1.0f - Math::abs(n.y)) * (n.x >= 0.0f ? 1.0f : -1.0f);
94 o.y = (1.0f - Math::abs(n.x)) * (n.y >= 0.0f ? 1.0f : -1.0f);
95 }
96 o.x = o.x * 0.5f + 0.5f;
97 o.y = o.y * 0.5f + 0.5f;
98 return o;
99}
100
101Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
102 Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f);
103 Vector3 n(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
104 float t = CLAMP(-n.z, 0.0f, 1.0f);
105 n.x += n.x >= 0 ? -t : t;
106 n.y += n.y >= 0 ? -t : t;
107 return n.normalized();
108}
109
110Vector2 Vector3::octahedron_tangent_encode(const float sign) const {
111 const float bias = 1.0f / 32767.0f;
112 Vector2 res = this->octahedron_encode();
113 res.y = MAX(res.y, bias);
114 res.y = res.y * 0.5f + 0.5f;
115 res.y = sign >= 0.0f ? res.y : 1 - res.y;
116 return res;
117}
118
119Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) {
120 Vector2 oct_compressed = p_oct;
121 oct_compressed.y = oct_compressed.y * 2 - 1;
122 *sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
123 oct_compressed.y = Math::abs(oct_compressed.y);
124 Vector3 res = Vector3::octahedron_decode(oct_compressed);
125 return res;
126}
127
128Basis Vector3::outer(const Vector3 &p_with) const {
129 Basis basis;
130 basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
131 basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
132 basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
133 return basis;
134}
135
136bool Vector3::is_equal_approx(const Vector3 &p_v) const {
137 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);
138}
139
140bool Vector3::is_zero_approx() const {
141 return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
142}
143
144bool Vector3::is_finite() const {
145 return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z);
146}
147
148Vector3::operator String() const {
149 return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ")";
150}
151
152Vector3::operator Vector3i() const {
153 return Vector3i(x, y, z);
154}
155