1 /*************************************************************************/
2 /*  vector3.cpp                                                          */
3 /*************************************************************************/
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30 #include "vector3.h"
31 #include "matrix3.h"
32 
rotate(const Vector3 & p_axis,float p_phi)33 void Vector3::rotate(const Vector3 &p_axis, float p_phi) {
34 
35 	*this = Matrix3(p_axis, p_phi).xform(*this);
36 }
37 
rotated(const Vector3 & p_axis,float p_phi) const38 Vector3 Vector3::rotated(const Vector3 &p_axis, float p_phi) const {
39 
40 	Vector3 r = *this;
41 	r.rotate(p_axis, p_phi);
42 	return r;
43 }
44 
set_axis(int p_axis,real_t p_value)45 void Vector3::set_axis(int p_axis, real_t p_value) {
46 	ERR_FAIL_INDEX(p_axis, 3);
47 	coord[p_axis] = p_value;
48 }
get_axis(int p_axis) const49 real_t Vector3::get_axis(int p_axis) const {
50 
51 	ERR_FAIL_INDEX_V(p_axis, 3, 0);
52 	return operator[](p_axis);
53 }
54 
min_axis() const55 int Vector3::min_axis() const {
56 
57 	return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
58 }
max_axis() const59 int Vector3::max_axis() const {
60 
61 	return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
62 }
63 
snap(float p_val)64 void Vector3::snap(float p_val) {
65 
66 	x = Math::stepify(x, p_val);
67 	y = Math::stepify(y, p_val);
68 	z = Math::stepify(z, p_val);
69 }
snapped(float p_val) const70 Vector3 Vector3::snapped(float p_val) const {
71 
72 	Vector3 v = *this;
73 	v.snap(p_val);
74 	return v;
75 }
76 
cubic_interpolaten(const Vector3 & p_b,const Vector3 & p_pre_a,const Vector3 & p_post_b,float p_t) const77 Vector3 Vector3::cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, float p_t) const {
78 
79 	Vector3 p0 = p_pre_a;
80 	Vector3 p1 = *this;
81 	Vector3 p2 = p_b;
82 	Vector3 p3 = p_post_b;
83 
84 	{
85 		//normalize
86 
87 		float ab = p0.distance_to(p1);
88 		float bc = p1.distance_to(p2);
89 		float cd = p2.distance_to(p3);
90 
91 		if (ab > 0)
92 			p0 = p1 + (p0 - p1) * (bc / ab);
93 		if (cd > 0)
94 			p3 = p2 + (p3 - p2) * (bc / cd);
95 	}
96 
97 	float t = p_t;
98 	float t2 = t * t;
99 	float t3 = t2 * t;
100 
101 	Vector3 out;
102 	out = 0.5f * ((p1 * 2.0f) +
103 						 (-p0 + p2) * t +
104 						 (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
105 						 (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
106 	return out;
107 }
108 
cubic_interpolate(const Vector3 & p_b,const Vector3 & p_pre_a,const Vector3 & p_post_b,float p_t) const109 Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, float p_t) const {
110 
111 	Vector3 p0 = p_pre_a;
112 	Vector3 p1 = *this;
113 	Vector3 p2 = p_b;
114 	Vector3 p3 = p_post_b;
115 
116 	float t = p_t;
117 	float t2 = t * t;
118 	float t3 = t2 * t;
119 
120 	Vector3 out;
121 	out = 0.5f * ((p1 * 2.0f) +
122 						 (-p0 + p2) * t +
123 						 (2.0f * p0 - 5.0f * p1 + 4 * p2 - p3) * t2 +
124 						 (-p0 + 3.0f * p1 - 3.0f * p2 + p3) * t3);
125 	return out;
126 }
127 
128 #if 0
129 Vector3 Vector3::cubic_interpolate(const Vector3& p_b,const Vector3& p_pre_a, const Vector3& p_post_b,float p_t) const {
130 
131 	Vector3 p0=p_pre_a;
132 	Vector3 p1=*this;
133 	Vector3 p2=p_b;
134 	Vector3 p3=p_post_b;
135 
136 	if (true) {
137 
138 		float ab = p0.distance_to(p1);
139 		float bc = p1.distance_to(p2);
140 		float cd = p2.distance_to(p3);
141 
142 		//if (ab>bc) {
143 		if (ab>0)
144 			p0 = p1+(p0-p1)*(bc/ab);
145 		//}
146 
147 		//if (cd>bc) {
148 		if (cd>0)
149 			p3 = p2+(p3-p2)*(bc/cd);
150 		//}
151 	}
152 
153 	float t = p_t;
154 	float t2 = t * t;
155 	float t3 = t2 * t;
156 
157 	Vector3 out;
158 	out.x = 0.5f * ( ( 2.0f * p1.x ) +
159 	( -p0.x + p2.x ) * t +
160 	( 2.0f * p0.x - 5.0f * p1.x + 4 * p2.x - p3.x ) * t2 +
161 	( -p0.x + 3.0f * p1.x - 3.0f * p2.x + p3.x ) * t3 );
162 	out.y = 0.5f * ( ( 2.0f * p1.y ) +
163 	( -p0.y + p2.y ) * t +
164 	( 2.0f * p0.y - 5.0f * p1.y + 4 * p2.y - p3.y ) * t2 +
165 	( -p0.y + 3.0f * p1.y - 3.0f * p2.y + p3.y ) * t3 );
166 	out.z = 0.5f * ( ( 2.0f * p1.z ) +
167 	( -p0.z + p2.z ) * t +
168 	( 2.0f * p0.z - 5.0f * p1.z + 4 * p2.z - p3.z ) * t2 +
169 	( -p0.z + 3.0f * p1.z - 3.0f * p2.z + p3.z ) * t3 );
170 	return out;
171 }
172 #endif
operator String() const173 Vector3::operator String() const {
174 
175 	return (rtos(x) + ", " + rtos(y) + ", " + rtos(z));
176 }
177