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-rw-r--r--core/math/vector3.h21
1 files changed, 19 insertions, 2 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 74c822fcd..433adf09e 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
+/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -27,6 +27,7 @@
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
+
#ifndef VECTOR3_H
#define VECTOR3_H
@@ -90,6 +91,7 @@ struct Vector3 {
/* Static Methods between 2 vector3s */
_FORCE_INLINE_ Vector3 linear_interpolate(const Vector3 &p_b, real_t p_t) const;
+ _FORCE_INLINE_ Vector3 slerp(const Vector3 &p_b, real_t p_t) const;
Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const;
Vector3 cubic_interpolaten(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_t) const;
@@ -102,6 +104,7 @@ struct Vector3 {
_FORCE_INLINE_ Vector3 floor() const;
_FORCE_INLINE_ Vector3 sign() const;
_FORCE_INLINE_ Vector3 ceil() const;
+ _FORCE_INLINE_ Vector3 round() const;
_FORCE_INLINE_ real_t distance_to(const Vector3 &p_b) const;
_FORCE_INLINE_ real_t distance_squared_to(const Vector3 &p_b) const;
@@ -203,6 +206,11 @@ Vector3 Vector3::ceil() const {
return Vector3(Math::ceil(x), Math::ceil(y), Math::ceil(z));
}
+Vector3 Vector3::round() const {
+
+ return Vector3(Math::round(x), Math::round(y), Math::round(z));
+}
+
Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
return Vector3(
@@ -211,6 +219,15 @@ Vector3 Vector3::linear_interpolate(const Vector3 &p_b, real_t p_t) const {
z + (p_t * (p_b.z - z)));
}
+Vector3 Vector3::slerp(const Vector3 &p_b, real_t p_t) const {
+#ifdef MATH_CHECKS
+ ERR_FAIL_COND_V(is_normalized() == false, Vector3());
+#endif
+
+ real_t theta = angle_to(p_b);
+ return rotated(cross(p_b), theta * p_t);
+}
+
real_t Vector3::distance_to(const Vector3 &p_b) const {
return (p_b - *this).length();