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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  vector3.cpp                                                           */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*                         This file is part of:                          */ | 
					
						
							|  |  |  | /*                             GODOT ENGINE                               */ | 
					
						
							|  |  |  | /*                        https://godotengine.org                         */ | 
					
						
							|  |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ | 
					
						
							|  |  |  | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */ | 
					
						
							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining  */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the        */ | 
					
						
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							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* The above copyright notice and this permission notice shall be         */ | 
					
						
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							|  |  |  | /*                                                                        */ | 
					
						
							|  |  |  | /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,        */ | 
					
						
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							|  |  |  | /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ | 
					
						
							|  |  |  | /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY   */ | 
					
						
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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_angle) { | 
					
						
							|  |  |  | 	*this = Basis(p_axis, p_angle).xform(*this); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const { | 
					
						
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										 |  |  | 	Vector3 r = *this; | 
					
						
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										 |  |  | 	r.rotate(p_axis, p_angle); | 
					
						
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										 |  |  | 	return r; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const { | 
					
						
							|  |  |  | 	return Vector3( | 
					
						
							|  |  |  | 			CLAMP(x, p_min.x, p_max.x), | 
					
						
							|  |  |  | 			CLAMP(y, p_min.y, p_max.y), | 
					
						
							|  |  |  | 			CLAMP(z, p_min.z, p_max.z)); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void Vector3::snap(const Vector3 p_step) { | 
					
						
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										 |  |  | 	x = Math::snapped(x, p_step.x); | 
					
						
							|  |  |  | 	y = Math::snapped(y, p_step.y); | 
					
						
							|  |  |  | 	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 { | 
					
						
							|  |  |  | 	const real_t l = length(); | 
					
						
							|  |  |  | 	Vector3 v = *this; | 
					
						
							|  |  |  | 	if (l > 0 && p_len < l) { | 
					
						
							|  |  |  | 		v /= l; | 
					
						
							|  |  |  | 		v *= p_len; | 
					
						
							|  |  |  | 	} | 
					
						
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							|  |  |  | 	return v; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const { | 
					
						
							|  |  |  | 	Vector3 v = *this; | 
					
						
							|  |  |  | 	Vector3 vd = p_to - v; | 
					
						
							|  |  |  | 	real_t len = vd.length(); | 
					
						
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										 |  |  | 	return len <= p_delta || len < (real_t)CMP_EPSILON ? p_to : v + vd / len * p_delta; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Vector2 Vector3::octahedron_encode() const { | 
					
						
							|  |  |  | 	Vector3 n = *this; | 
					
						
							|  |  |  | 	n /= Math::abs(n.x) + Math::abs(n.y) + Math::abs(n.z); | 
					
						
							|  |  |  | 	Vector2 o; | 
					
						
							|  |  |  | 	if (n.z >= 0.0f) { | 
					
						
							|  |  |  | 		o.x = n.x; | 
					
						
							|  |  |  | 		o.y = n.y; | 
					
						
							|  |  |  | 	} else { | 
					
						
							|  |  |  | 		o.x = (1.0f - Math::abs(n.y)) * (n.x >= 0.0f ? 1.0f : -1.0f); | 
					
						
							|  |  |  | 		o.y = (1.0f - Math::abs(n.x)) * (n.y >= 0.0f ? 1.0f : -1.0f); | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	o.x = o.x * 0.5f + 0.5f; | 
					
						
							|  |  |  | 	o.y = o.y * 0.5f + 0.5f; | 
					
						
							|  |  |  | 	return o; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) { | 
					
						
							|  |  |  | 	Vector2 f(p_oct.x * 2.0f - 1.0f, p_oct.y * 2.0f - 1.0f); | 
					
						
							|  |  |  | 	Vector3 n(f.x, f.y, 1.0f - Math::abs(f.x) - Math::abs(f.y)); | 
					
						
							|  |  |  | 	float t = CLAMP(-n.z, 0.0f, 1.0f); | 
					
						
							|  |  |  | 	n.x += n.x >= 0 ? -t : t; | 
					
						
							|  |  |  | 	n.y += n.y >= 0 ? -t : t; | 
					
						
							|  |  |  | 	return n.normalized(); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Vector2 Vector3::octahedron_tangent_encode(const float sign) const { | 
					
						
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										 |  |  | 	const float bias = 1.0f / 32767.0f; | 
					
						
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										 |  |  | 	Vector2 res = this->octahedron_encode(); | 
					
						
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										 |  |  | 	res.y = MAX(res.y, bias); | 
					
						
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										 |  |  | 	res.y = res.y * 0.5f + 0.5f; | 
					
						
							|  |  |  | 	res.y = sign >= 0.0f ? res.y : 1 - res.y; | 
					
						
							|  |  |  | 	return res; | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) { | 
					
						
							|  |  |  | 	Vector2 oct_compressed = p_oct; | 
					
						
							|  |  |  | 	oct_compressed.y = oct_compressed.y * 2 - 1; | 
					
						
							|  |  |  | 	*sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f; | 
					
						
							|  |  |  | 	oct_compressed.y = Math::abs(oct_compressed.y); | 
					
						
							|  |  |  | 	Vector3 res = Vector3::octahedron_decode(oct_compressed); | 
					
						
							|  |  |  | 	return res; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Basis Vector3::outer(const Vector3 &p_with) const { | 
					
						
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										 |  |  | 	Basis basis; | 
					
						
							|  |  |  | 	basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z); | 
					
						
							|  |  |  | 	basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z); | 
					
						
							|  |  |  | 	basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z); | 
					
						
							|  |  |  | 	return basis; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | bool Vector3::is_equal_approx(const Vector3 &p_v) const { | 
					
						
							|  |  |  | 	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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										 |  |  | bool Vector3::is_zero_approx() const { | 
					
						
							|  |  |  | 	return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | bool Vector3::is_finite() const { | 
					
						
							|  |  |  | 	return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z); | 
					
						
							|  |  |  | } | 
					
						
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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 { | 
					
						
							|  |  |  | 	return Vector3i(x, y, z); | 
					
						
							|  |  |  | } |