1 | /**************************************************************************/ |
2 | /* vector3.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
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 | |
38 | void Vector3::rotate(const Vector3 &p_axis, const real_t p_angle) { |
39 | *this = Basis(p_axis, p_angle).xform(*this); |
40 | } |
41 | |
42 | Vector3 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 | |
48 | Vector3 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 | |
55 | void 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 | |
61 | Vector3 Vector3::snapped(const Vector3 p_step) const { |
62 | Vector3 v = *this; |
63 | v.snap(p_step); |
64 | return v; |
65 | } |
66 | |
67 | Vector3 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 | |
78 | Vector3 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 | |
85 | Vector2 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 | |
101 | Vector3 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 | |
110 | Vector2 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 | |
119 | Vector3 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 | |
128 | Basis 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 | |
136 | bool 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 | |
140 | bool Vector3::is_zero_approx() const { |
141 | return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z); |
142 | } |
143 | |
144 | bool Vector3::is_finite() const { |
145 | return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z); |
146 | } |
147 | |
148 | Vector3::operator String() const { |
149 | return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ")" ; |
150 | } |
151 | |
152 | Vector3::operator Vector3i() const { |
153 | return Vector3i(x, y, z); |
154 | } |
155 | |