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-rw-r--r--core/math/vector3.h42
1 files changed, 0 insertions, 42 deletions
diff --git a/core/math/vector3.h b/core/math/vector3.h
index 7131063e04..5fc412628f 100644
--- a/core/math/vector3.h
+++ b/core/math/vector3.h
@@ -38,7 +38,6 @@
class Basis;
struct Vector3 {
-
enum Axis {
AXIS_X,
AXIS_Y,
@@ -56,12 +55,10 @@ struct Vector3 {
};
_FORCE_INLINE_ const real_t &operator[](int p_axis) const {
-
return coord[p_axis];
}
_FORCE_INLINE_ real_t &operator[](int p_axis) {
-
return coord[p_axis];
}
@@ -166,7 +163,6 @@ struct Vector3 {
};
Vector3 Vector3::cross(const Vector3 &p_b) const {
-
Vector3 ret(
(y * p_b.z) - (z * p_b.y),
(z * p_b.x) - (x * p_b.z),
@@ -176,37 +172,30 @@ Vector3 Vector3::cross(const Vector3 &p_b) const {
}
real_t Vector3::dot(const Vector3 &p_b) const {
-
return x * p_b.x + y * p_b.y + z * p_b.z;
}
Vector3 Vector3::abs() const {
-
return Vector3(Math::abs(x), Math::abs(y), Math::abs(z));
}
Vector3 Vector3::sign() const {
-
return Vector3(SGN(x), SGN(y), SGN(z));
}
Vector3 Vector3::floor() const {
-
return Vector3(Math::floor(x), Math::floor(y), Math::floor(z));
}
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::lerp(const Vector3 &p_b, real_t p_t) const {
-
return Vector3(
x + (p_t * (p_b.x - x)),
y + (p_t * (p_b.y - y)),
@@ -219,12 +208,10 @@ Vector3 Vector3::slerp(const Vector3 &p_b, real_t p_t) const {
}
real_t Vector3::distance_to(const Vector3 &p_b) const {
-
return (p_b - *this).length();
}
real_t Vector3::distance_squared_to(const Vector3 &p_b) const {
-
return (p_b - *this).length_squared();
}
@@ -241,7 +228,6 @@ Vector3 Vector3::project(const Vector3 &p_b) const {
}
real_t Vector3::angle_to(const Vector3 &p_b) const {
-
return Math::atan2(cross(p_b).length(), dot(p_b));
}
@@ -254,7 +240,6 @@ Vector3 Vector3::direction_to(const Vector3 &p_b) const {
/* Operators */
Vector3 &Vector3::operator+=(const Vector3 &p_v) {
-
x += p_v.x;
y += p_v.y;
z += p_v.z;
@@ -262,36 +247,30 @@ Vector3 &Vector3::operator+=(const Vector3 &p_v) {
}
Vector3 Vector3::operator+(const Vector3 &p_v) const {
-
return Vector3(x + p_v.x, y + p_v.y, z + p_v.z);
}
Vector3 &Vector3::operator-=(const Vector3 &p_v) {
-
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3 &p_v) const {
-
return Vector3(x - p_v.x, y - p_v.y, z - p_v.z);
}
Vector3 &Vector3::operator*=(const Vector3 &p_v) {
-
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3 &p_v) const {
-
return Vector3(x * p_v.x, y * p_v.y, z * p_v.z);
}
Vector3 &Vector3::operator/=(const Vector3 &p_v) {
-
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
@@ -299,12 +278,10 @@ Vector3 &Vector3::operator/=(const Vector3 &p_v) {
}
Vector3 Vector3::operator/(const Vector3 &p_v) const {
-
return Vector3(x / p_v.x, y / p_v.y, z / p_v.z);
}
Vector3 &Vector3::operator*=(real_t p_scalar) {
-
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
@@ -312,17 +289,14 @@ Vector3 &Vector3::operator*=(real_t p_scalar) {
}
_FORCE_INLINE_ Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
-
return p_vec * p_scalar;
}
Vector3 Vector3::operator*(real_t p_scalar) const {
-
return Vector3(x * p_scalar, y * p_scalar, z * p_scalar);
}
Vector3 &Vector3::operator/=(real_t p_scalar) {
-
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
@@ -330,27 +304,22 @@ Vector3 &Vector3::operator/=(real_t p_scalar) {
}
Vector3 Vector3::operator/(real_t p_scalar) const {
-
return Vector3(x / p_scalar, y / p_scalar, z / p_scalar);
}
Vector3 Vector3::operator-() const {
-
return Vector3(-x, -y, -z);
}
bool Vector3::operator==(const Vector3 &p_v) const {
-
return x == p_v.x && y == p_v.y && z == p_v.z;
}
bool Vector3::operator!=(const Vector3 &p_v) const {
-
return x != p_v.x || y != p_v.y || z != p_v.z;
}
bool Vector3::operator<(const Vector3 &p_v) const {
-
if (Math::is_equal_approx(x, p_v.x)) {
if (Math::is_equal_approx(y, p_v.y))
return z < p_v.z;
@@ -362,7 +331,6 @@ bool Vector3::operator<(const Vector3 &p_v) const {
}
bool Vector3::operator>(const Vector3 &p_v) const {
-
if (Math::is_equal_approx(x, p_v.x)) {
if (Math::is_equal_approx(y, p_v.y))
return z > p_v.z;
@@ -374,7 +342,6 @@ bool Vector3::operator>(const Vector3 &p_v) const {
}
bool Vector3::operator<=(const Vector3 &p_v) const {
-
if (Math::is_equal_approx(x, p_v.x)) {
if (Math::is_equal_approx(y, p_v.y))
return z <= p_v.z;
@@ -386,7 +353,6 @@ bool Vector3::operator<=(const Vector3 &p_v) const {
}
bool Vector3::operator>=(const Vector3 &p_v) const {
-
if (Math::is_equal_approx(x, p_v.x)) {
if (Math::is_equal_approx(y, p_v.y))
return z >= p_v.z;
@@ -398,17 +364,14 @@ bool Vector3::operator>=(const Vector3 &p_v) const {
}
_FORCE_INLINE_ Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
-
return p_a.cross(p_b);
}
_FORCE_INLINE_ real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) {
-
return p_a.dot(p_b);
}
real_t Vector3::length() const {
-
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
@@ -417,7 +380,6 @@ real_t Vector3::length() const {
}
real_t Vector3::length_squared() const {
-
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
@@ -426,7 +388,6 @@ real_t Vector3::length_squared() const {
}
void Vector3::normalize() {
-
real_t lengthsq = length_squared();
if (lengthsq == 0) {
x = y = z = 0;
@@ -439,7 +400,6 @@ void Vector3::normalize() {
}
Vector3 Vector3::normalized() const {
-
Vector3 v = *this;
v.normalize();
return v;
@@ -451,12 +411,10 @@ bool Vector3::is_normalized() const {
}
Vector3 Vector3::inverse() const {
-
return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
}
void Vector3::zero() {
-
x = y = z = 0;
}