vector3.cpp 5.9 KB

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  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. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #include "vector3.h"
  31. #include "core/math/basis.h"
  32. #include "core/math/vector2.h"
  33. #include "core/math/vector3i.h"
  34. #include "core/string/ustring.h"
  35. void Vector3::rotate(const Vector3 &p_axis, real_t p_angle) {
  36. *this = Basis(p_axis, p_angle).xform(*this);
  37. }
  38. Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_angle) const {
  39. Vector3 r = *this;
  40. r.rotate(p_axis, p_angle);
  41. return r;
  42. }
  43. Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
  44. return Vector3(
  45. CLAMP(x, p_min.x, p_max.x),
  46. CLAMP(y, p_min.y, p_max.y),
  47. CLAMP(z, p_min.z, p_max.z));
  48. }
  49. Vector3 Vector3::clampf(real_t p_min, real_t p_max) const {
  50. return Vector3(
  51. CLAMP(x, p_min, p_max),
  52. CLAMP(y, p_min, p_max),
  53. CLAMP(z, p_min, p_max));
  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. Vector3 Vector3::snapped(const Vector3 &p_step) const {
  61. Vector3 v = *this;
  62. v.snap(p_step);
  63. return v;
  64. }
  65. void Vector3::snapf(real_t p_step) {
  66. x = Math::snapped(x, p_step);
  67. y = Math::snapped(y, p_step);
  68. z = Math::snapped(z, p_step);
  69. }
  70. Vector3 Vector3::snappedf(real_t p_step) const {
  71. Vector3 v = *this;
  72. v.snapf(p_step);
  73. return v;
  74. }
  75. Vector3 Vector3::limit_length(real_t p_len) const {
  76. const real_t l = length();
  77. Vector3 v = *this;
  78. if (l > 0 && p_len < l) {
  79. v /= l;
  80. v *= p_len;
  81. }
  82. return v;
  83. }
  84. Vector3 Vector3::move_toward(const Vector3 &p_to, real_t p_delta) const {
  85. Vector3 v = *this;
  86. Vector3 vd = p_to - v;
  87. real_t len = vd.length();
  88. return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta;
  89. }
  90. Vector2 Vector3::octahedron_encode() const {
  91. Vector3 n = *this;
  92. n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z);
  93. Vector2 o;
  94. if (n.z >= 0.0f) {
  95. o.x = n.x;
  96. o.y = n.y;
  97. } else {
  98. o.x = (1.0f - Math::abs(n.y)) * (n.x >= 0.0f ? 1.0f : -1.0f);
  99. o.y = (1.0f - Math::abs(n.x)) * (n.y >= 0.0f ? 1.0f : -1.0f);
  100. }
  101. o.x = o.x * 0.5f + 0.5f;
  102. o.y = o.y * 0.5f + 0.5f;
  103. return o;
  104. }
  105. Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
  106. Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f);
  107. Vector3 n(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y));
  108. const real_t t = CLAMP(-n.z, 0.0f, 1.0f);
  109. n.x += n.x >= 0 ? -t : t;
  110. n.y += n.y >= 0 ? -t : t;
  111. return n.normalized();
  112. }
  113. Vector2 Vector3::octahedron_tangent_encode(float p_sign) const {
  114. const real_t bias = 1.0f / (real_t)32767.0f;
  115. Vector2 res = octahedron_encode();
  116. res.y = MAX(res.y, bias);
  117. res.y = res.y * 0.5f + 0.5f;
  118. res.y = p_sign >= 0.0f ? res.y : 1 - res.y;
  119. return res;
  120. }
  121. Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *r_sign) {
  122. Vector2 oct_compressed = p_oct;
  123. oct_compressed.y = oct_compressed.y * 2 - 1;
  124. *r_sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
  125. oct_compressed.y = Math::abs(oct_compressed.y);
  126. Vector3 res = Vector3::octahedron_decode(oct_compressed);
  127. return res;
  128. }
  129. Basis Vector3::outer(const Vector3 &p_with) const {
  130. Basis basis;
  131. basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
  132. basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
  133. basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
  134. return basis;
  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. bool Vector3::is_zero_approx() const {
  140. return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
  141. }
  142. bool Vector3::is_finite() const {
  143. return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z);
  144. }
  145. Vector3::operator String() const {
  146. return "(" + String::num_real(x, true) + ", " + String::num_real(y, true) + ", " + String::num_real(z, true) + ")";
  147. }
  148. Vector3::operator Vector3i() const {
  149. return Vector3i(x, y, z);
  150. }