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										 |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*  vector3.cpp                                                          */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
							|  |  |  | /*                       This file is part of:                           */ | 
					
						
							|  |  |  | /*                           GODOT ENGINE                                */ | 
					
						
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										 |  |  | /*                      https://godotengine.org                          */ | 
					
						
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										 |  |  | /*************************************************************************/ | 
					
						
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											2021-01-01 20:13:46 +01:00
										 |  |  | /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */ | 
					
						
							|  |  |  | /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */ | 
					
						
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										 |  |  | /*                                                                       */ | 
					
						
							|  |  |  | /* Permission is hereby granted, free of charge, to any person obtaining */ | 
					
						
							|  |  |  | /* a copy of this software and associated documentation files (the       */ | 
					
						
							|  |  |  | /* "Software"), to deal in the Software without restriction, including   */ | 
					
						
							|  |  |  | /* without limitation the rights to use, copy, modify, merge, publish,   */ | 
					
						
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							|  |  |  | /* the following conditions:                                             */ | 
					
						
							|  |  |  | /*                                                                       */ | 
					
						
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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.*/ | 
					
						
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							|  |  |  | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */ | 
					
						
							|  |  |  | /*************************************************************************/ | 
					
						
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										 |  |  | #include "vector3.h"
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										 |  |  | #include "core/math/basis.h"
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										 |  |  | void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) { | 
					
						
							|  |  |  | 	*this = Basis(p_axis, p_phi).xform(*this); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_phi) const { | 
					
						
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										 |  |  | 	Vector3 r = *this; | 
					
						
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										 |  |  | 	r.rotate(p_axis, p_phi); | 
					
						
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										 |  |  | 	return r; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void Vector3::set_axis(int p_axis, real_t p_value) { | 
					
						
							|  |  |  | 	ERR_FAIL_INDEX(p_axis, 3); | 
					
						
							|  |  |  | 	coord[p_axis] = p_value; | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | real_t Vector3::get_axis(int p_axis) const { | 
					
						
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										 |  |  | 	ERR_FAIL_INDEX_V(p_axis, 3, 0); | 
					
						
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										 |  |  | 	return operator[](p_axis); | 
					
						
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										 |  |  | } | 
					
						
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							|  |  |  | int Vector3::min_axis() const { | 
					
						
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										 |  |  | 	return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2); | 
					
						
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										 |  |  | } | 
					
						
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										 |  |  | int Vector3::max_axis() const { | 
					
						
							|  |  |  | 	return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0); | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | void Vector3::snap(Vector3 p_step) { | 
					
						
							|  |  |  | 	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(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::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const { | 
					
						
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										 |  |  | 	Vector3 p0 = p_pre_a; | 
					
						
							|  |  |  | 	Vector3 p1 = *this; | 
					
						
							|  |  |  | 	Vector3 p2 = p_b; | 
					
						
							|  |  |  | 	Vector3 p3 = p_post_b; | 
					
						
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										 |  |  | 	real_t t = p_weight; | 
					
						
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										 |  |  | 	real_t t2 = t * t; | 
					
						
							|  |  |  | 	real_t t3 = t2 * t; | 
					
						
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							|  |  |  | 	Vector3 out; | 
					
						
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										 |  |  | 	out = 0.5 * ((p1 * 2.0) + | 
					
						
							|  |  |  | 						(-p0 + p2) * t + | 
					
						
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										 |  |  | 						(2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 + | 
					
						
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										 |  |  | 						(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3); | 
					
						
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										 |  |  | 	return out; | 
					
						
							|  |  |  | } | 
					
						
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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(); | 
					
						
							|  |  |  | 	return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta; | 
					
						
							|  |  |  | } | 
					
						
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										 |  |  | Basis Vector3::outer(const Vector3 &p_b) const { | 
					
						
							|  |  |  | 	Vector3 row0(x * p_b.x, x * p_b.y, x * p_b.z); | 
					
						
							|  |  |  | 	Vector3 row1(y * p_b.x, y * p_b.y, y * p_b.z); | 
					
						
							|  |  |  | 	Vector3 row2(z * p_b.x, z * p_b.y, z * p_b.z); | 
					
						
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							|  |  |  | 	return Basis(row0, row1, row2); | 
					
						
							|  |  |  | } | 
					
						
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							|  |  |  | Basis Vector3::to_diagonal_matrix() const { | 
					
						
							|  |  |  | 	return Basis(x, 0, 0, | 
					
						
							|  |  |  | 			0, y, 0, | 
					
						
							|  |  |  | 			0, 0, z); | 
					
						
							|  |  |  | } | 
					
						
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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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										 |  |  | Vector3::operator String() const { | 
					
						
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										 |  |  | 	return (rtos(x) + ", " + rtos(y) + ", " + rtos(z)); | 
					
						
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										 |  |  | } |