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- /**************************************************************************/
- /* vector4.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 */
- /* "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. */
- /**************************************************************************/
- #include "vector4.h"
- #include "core/string/ustring.h"
- Vector4::Axis Vector4::min_axis_index() const {
- uint32_t min_index = 0;
- real_t min_value = x;
- for (uint32_t i = 1; i < 4; i++) {
- if (operator[](i) <= min_value) {
- min_index = i;
- min_value = operator[](i);
- }
- }
- return Vector4::Axis(min_index);
- }
- Vector4::Axis Vector4::max_axis_index() const {
- uint32_t max_index = 0;
- real_t max_value = x;
- for (uint32_t i = 1; i < 4; i++) {
- if (operator[](i) > max_value) {
- max_index = i;
- max_value = operator[](i);
- }
- }
- return Vector4::Axis(max_index);
- }
- bool Vector4::is_equal_approx(const Vector4 &p_vec4) const {
- return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w);
- }
- bool Vector4::is_zero_approx() const {
- return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z) && Math::is_zero_approx(w);
- }
- bool Vector4::is_finite() const {
- return Math::is_finite(x) && Math::is_finite(y) && Math::is_finite(z) && Math::is_finite(w);
- }
- real_t Vector4::length() const {
- return Math::sqrt(length_squared());
- }
- void Vector4::normalize() {
- real_t lengthsq = length_squared();
- if (lengthsq == 0) {
- x = y = z = w = 0;
- } else {
- real_t length = Math::sqrt(lengthsq);
- x /= length;
- y /= length;
- z /= length;
- w /= length;
- }
- }
- Vector4 Vector4::normalized() const {
- Vector4 v = *this;
- v.normalize();
- return v;
- }
- bool Vector4::is_normalized() const {
- return Math::is_equal_approx(length_squared(), (real_t)1, (real_t)UNIT_EPSILON);
- }
- real_t Vector4::distance_to(const Vector4 &p_to) const {
- return (p_to - *this).length();
- }
- real_t Vector4::distance_squared_to(const Vector4 &p_to) const {
- return (p_to - *this).length_squared();
- }
- Vector4 Vector4::direction_to(const Vector4 &p_to) const {
- Vector4 ret(p_to.x - x, p_to.y - y, p_to.z - z, p_to.w - w);
- ret.normalize();
- return ret;
- }
- Vector4 Vector4::abs() const {
- return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
- }
- Vector4 Vector4::sign() const {
- return Vector4(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
- }
- Vector4 Vector4::floor() const {
- return Vector4(Math::floor(x), Math::floor(y), Math::floor(z), Math::floor(w));
- }
- Vector4 Vector4::ceil() const {
- return Vector4(Math::ceil(x), Math::ceil(y), Math::ceil(z), Math::ceil(w));
- }
- Vector4 Vector4::round() const {
- return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
- }
- Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
- Vector4 res = *this;
- res.x = Math::lerp(res.x, p_to.x, p_weight);
- res.y = Math::lerp(res.y, p_to.y, p_weight);
- res.z = Math::lerp(res.z, p_to.z, p_weight);
- res.w = Math::lerp(res.w, p_to.w, p_weight);
- return res;
- }
- Vector4 Vector4::cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const {
- Vector4 res = *this;
- res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
- res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
- res.z = Math::cubic_interpolate(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight);
- res.w = Math::cubic_interpolate(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight);
- return res;
- }
- Vector4 Vector4::cubic_interpolate_in_time(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight, const real_t &p_b_t, const real_t &p_pre_a_t, const real_t &p_post_b_t) const {
- Vector4 res = *this;
- res.x = Math::cubic_interpolate_in_time(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
- res.y = Math::cubic_interpolate_in_time(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
- res.z = Math::cubic_interpolate_in_time(res.z, p_b.z, p_pre_a.z, p_post_b.z, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
- res.w = Math::cubic_interpolate_in_time(res.w, p_b.w, p_pre_a.w, p_post_b.w, p_weight, p_b_t, p_pre_a_t, p_post_b_t);
- return res;
- }
- Vector4 Vector4::posmod(const real_t p_mod) const {
- return Vector4(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod), Math::fposmod(w, p_mod));
- }
- Vector4 Vector4::posmodv(const Vector4 &p_modv) const {
- return Vector4(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z), Math::fposmod(w, p_modv.w));
- }
- void Vector4::snap(const Vector4 &p_step) {
- x = Math::snapped(x, p_step.x);
- y = Math::snapped(y, p_step.y);
- z = Math::snapped(z, p_step.z);
- w = Math::snapped(w, p_step.w);
- }
- Vector4 Vector4::snapped(const Vector4 &p_step) const {
- Vector4 v = *this;
- v.snap(p_step);
- return v;
- }
- Vector4 Vector4::inverse() const {
- return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
- }
- Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const {
- return Vector4(
- CLAMP(x, p_min.x, p_max.x),
- CLAMP(y, p_min.y, p_max.y),
- CLAMP(z, p_min.z, p_max.z),
- CLAMP(w, p_min.w, p_max.w));
- }
- Vector4::operator String() const {
- return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")";
- }
- static_assert(sizeof(Vector4) == 4 * sizeof(real_t));
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