123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349 |
- /**************************************************************************/
- /* vector2.h */
- /**************************************************************************/
- /* 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 */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /**************************************************************************/
- #ifndef VECTOR2_H
- #define VECTOR2_H
- #include "core/math/math_funcs.h"
- #include "core/ustring.h"
- struct Vector2i;
- struct _NO_DISCARD_CLASS_ Vector2 {
- static const int AXIS_COUNT = 2;
- enum Axis {
- AXIS_X,
- AXIS_Y,
- };
- union {
- struct {
- union {
- real_t x;
- real_t width;
- };
- union {
- real_t y;
- real_t height;
- };
- };
- real_t coord[2];
- };
- _FORCE_INLINE_ real_t &operator[](int p_idx) {
- DEV_ASSERT((unsigned int)p_idx < 2);
- return coord[p_idx];
- }
- _FORCE_INLINE_ const real_t &operator[](int p_idx) const {
- DEV_ASSERT((unsigned int)p_idx < 2);
- return coord[p_idx];
- }
- _FORCE_INLINE_ void set_all(real_t p_value) {
- x = y = p_value;
- }
- _FORCE_INLINE_ int min_axis() const {
- return x < y ? 0 : 1;
- }
- _FORCE_INLINE_ int max_axis() const {
- return x < y ? 1 : 0;
- }
- void normalize();
- Vector2 normalized() const;
- bool is_normalized() const;
- real_t length() const;
- real_t length_squared() const;
- real_t distance_to(const Vector2 &p_vector2) const;
- real_t distance_squared_to(const Vector2 &p_vector2) const;
- real_t angle_to(const Vector2 &p_vector2) const;
- real_t angle_to_point(const Vector2 &p_vector2) const;
- _FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
- real_t dot(const Vector2 &p_other) const;
- real_t cross(const Vector2 &p_other) const;
- Vector2 posmod(const real_t p_mod) const;
- Vector2 posmodv(const Vector2 &p_modv) const;
- Vector2 project(const Vector2 &p_to) const;
- Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
- Vector2 clamped(real_t p_len) const;
- Vector2 limit_length(const real_t p_len = 1.0) const;
- _FORCE_INLINE_ static Vector2 linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight);
- _FORCE_INLINE_ Vector2 linear_interpolate(const Vector2 &p_to, real_t p_weight) const;
- _FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
- Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
- Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
- Vector2 slide(const Vector2 &p_normal) const;
- Vector2 bounce(const Vector2 &p_normal) const;
- Vector2 reflect(const Vector2 &p_normal) const;
- bool is_equal_approx(const Vector2 &p_v) const;
- Vector2 operator+(const Vector2 &p_v) const;
- void operator+=(const Vector2 &p_v);
- Vector2 operator-(const Vector2 &p_v) const;
- void operator-=(const Vector2 &p_v);
- Vector2 operator*(const Vector2 &p_v1) const;
- Vector2 operator*(const real_t &rvalue) const;
- void operator*=(const real_t &rvalue);
- void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
- Vector2 operator/(const Vector2 &p_v1) const;
- Vector2 operator/(const real_t &rvalue) const;
- void operator/=(const real_t &rvalue);
- void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
- Vector2 operator-() const;
- bool operator==(const Vector2 &p_vec2) const;
- bool operator!=(const Vector2 &p_vec2) const;
- bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
- bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
- bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
- bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
- real_t angle() const;
- void set_rotation(real_t p_radians) {
- x = Math::cos(p_radians);
- y = Math::sin(p_radians);
- }
- _FORCE_INLINE_ Vector2 abs() const {
- return Vector2(Math::abs(x), Math::abs(y));
- }
- Vector2 rotated(real_t p_by) const;
- Vector2 tangent() const {
- return Vector2(y, -x);
- }
- Vector2 sign() const;
- Vector2 floor() const;
- Vector2 ceil() const;
- Vector2 round() const;
- Vector2 snapped(const Vector2 &p_by) const;
- real_t aspect() const { return width / height; }
- operator String() const { return String::num(x) + ", " + String::num(y); }
- _FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
- x = p_x;
- y = p_y;
- }
- _FORCE_INLINE_ Vector2() { x = y = 0; }
- };
- _FORCE_INLINE_ Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
- return p_vec - *this * (dot(p_vec) - p_d);
- }
- _FORCE_INLINE_ Vector2 operator*(real_t p_scalar, const Vector2 &p_vec) {
- return p_vec * p_scalar;
- }
- _FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
- return Vector2(x + p_v.x, y + p_v.y);
- }
- _FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
- x += p_v.x;
- y += p_v.y;
- }
- _FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
- return Vector2(x - p_v.x, y - p_v.y);
- }
- _FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
- x -= p_v.x;
- y -= p_v.y;
- }
- _FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
- return Vector2(x * p_v1.x, y * p_v1.y);
- };
- _FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
- return Vector2(x * rvalue, y * rvalue);
- };
- _FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
- x *= rvalue;
- y *= rvalue;
- };
- _FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
- return Vector2(x / p_v1.x, y / p_v1.y);
- };
- _FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
- return Vector2(x / rvalue, y / rvalue);
- };
- _FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
- x /= rvalue;
- y /= rvalue;
- };
- _FORCE_INLINE_ Vector2 Vector2::operator-() const {
- return Vector2(-x, -y);
- }
- _FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
- return x == p_vec2.x && y == p_vec2.y;
- }
- _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
- return x != p_vec2.x || y != p_vec2.y;
- }
- Vector2 Vector2::linear_interpolate(const Vector2 &p_to, real_t p_weight) const {
- Vector2 res = *this;
- res.x += (p_weight * (p_to.x - x));
- res.y += (p_weight * (p_to.y - y));
- return res;
- }
- Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
- #ifdef MATH_CHECKS
- ERR_FAIL_COND_V_MSG(!is_normalized(), Vector2(), "The start Vector2 must be normalized.");
- #endif
- real_t theta = angle_to(p_to);
- return rotated(theta * p_weight);
- }
- Vector2 Vector2::direction_to(const Vector2 &p_to) const {
- Vector2 ret(p_to.x - x, p_to.y - y);
- ret.normalize();
- return ret;
- }
- Vector2 Vector2::linear_interpolate(const Vector2 &p_a, const Vector2 &p_b, real_t p_weight) {
- Vector2 res = p_a;
- res.x += (p_weight * (p_b.x - p_a.x));
- res.y += (p_weight * (p_b.y - p_a.y));
- return res;
- }
- typedef Vector2 Size2;
- typedef Vector2 Point2;
- /* INTEGER STUFF */
- struct _NO_DISCARD_CLASS_ Vector2i {
- enum Axis {
- AXIS_X,
- AXIS_Y,
- };
- union {
- struct {
- union {
- int x;
- int width;
- };
- union {
- int y;
- int height;
- };
- };
- int coord[2];
- };
- _FORCE_INLINE_ int &operator[](int p_idx) {
- DEV_ASSERT((unsigned int)p_idx < 2);
- return coord[p_idx];
- }
- _FORCE_INLINE_ const int &operator[](int p_idx) const {
- DEV_ASSERT((unsigned int)p_idx < 2);
- return coord[p_idx];
- }
- Vector2i operator+(const Vector2i &p_v) const;
- void operator+=(const Vector2i &p_v);
- Vector2i operator-(const Vector2i &p_v) const;
- void operator-=(const Vector2i &p_v);
- Vector2i operator*(const Vector2i &p_v1) const;
- Vector2i operator*(const int &rvalue) const;
- void operator*=(const int &rvalue);
- Vector2i operator/(const Vector2i &p_v1) const;
- Vector2i operator/(const int &rvalue) const;
- void operator/=(const int &rvalue);
- Vector2i operator-() const;
- bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
- bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
- bool operator==(const Vector2i &p_vec2) const;
- bool operator!=(const Vector2i &p_vec2) const;
- real_t get_aspect() const { return width / (real_t)height; }
- operator String() const { return String::num(x) + ", " + String::num(y); }
- operator Vector2() const { return Vector2(x, y); }
- inline Vector2i(const Vector2 &p_vec2) {
- x = (int)p_vec2.x;
- y = (int)p_vec2.y;
- }
- inline Vector2i(int p_x, int p_y) {
- x = p_x;
- y = p_y;
- }
- inline Vector2i() {
- x = 0;
- y = 0;
- }
- };
- typedef Vector2i Size2i;
- typedef Vector2i Point2i;
- #endif // VECTOR2_H
|