vector2.h 11 KB

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  1. /**************************************************************************/
  2. /* vector2.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #ifndef VECTOR2_H
  31. #define VECTOR2_H
  32. #include "core/error/error_macros.h"
  33. #include "core/math/math_funcs.h"
  34. class String;
  35. struct Vector2i;
  36. struct _NO_DISCARD_ Vector2 {
  37. static const int AXIS_COUNT = 2;
  38. enum Axis {
  39. AXIS_X,
  40. AXIS_Y,
  41. };
  42. union {
  43. struct {
  44. union {
  45. real_t x;
  46. real_t width;
  47. };
  48. union {
  49. real_t y;
  50. real_t height;
  51. };
  52. };
  53. real_t coord[2] = { 0 };
  54. };
  55. _FORCE_INLINE_ real_t &operator[](int p_idx) {
  56. DEV_ASSERT((unsigned int)p_idx < 2);
  57. return coord[p_idx];
  58. }
  59. _FORCE_INLINE_ const real_t &operator[](int p_idx) const {
  60. DEV_ASSERT((unsigned int)p_idx < 2);
  61. return coord[p_idx];
  62. }
  63. _FORCE_INLINE_ Vector2::Axis min_axis_index() const {
  64. return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
  65. }
  66. _FORCE_INLINE_ Vector2::Axis max_axis_index() const {
  67. return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X;
  68. }
  69. void normalize();
  70. Vector2 normalized() const;
  71. bool is_normalized() const;
  72. real_t length() const;
  73. real_t length_squared() const;
  74. Vector2 limit_length(const real_t p_len = 1.0) const;
  75. Vector2 min(const Vector2 &p_vector2) const {
  76. return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
  77. }
  78. Vector2 max(const Vector2 &p_vector2) const {
  79. return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
  80. }
  81. real_t distance_to(const Vector2 &p_vector2) const;
  82. real_t distance_squared_to(const Vector2 &p_vector2) const;
  83. real_t angle_to(const Vector2 &p_vector2) const;
  84. real_t angle_to_point(const Vector2 &p_vector2) const;
  85. _FORCE_INLINE_ Vector2 direction_to(const Vector2 &p_to) const;
  86. real_t dot(const Vector2 &p_other) const;
  87. real_t cross(const Vector2 &p_other) const;
  88. Vector2 posmod(const real_t p_mod) const;
  89. Vector2 posmodv(const Vector2 &p_modv) const;
  90. Vector2 project(const Vector2 &p_to) const;
  91. Vector2 plane_project(const real_t p_d, const Vector2 &p_vec) const;
  92. _FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, const real_t p_weight) const;
  93. _FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, const real_t p_weight) const;
  94. _FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const;
  95. _FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &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;
  96. _FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
  97. _FORCE_INLINE_ Vector2 bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const;
  98. Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
  99. Vector2 slide(const Vector2 &p_normal) const;
  100. Vector2 bounce(const Vector2 &p_normal) const;
  101. Vector2 reflect(const Vector2 &p_normal) const;
  102. bool is_equal_approx(const Vector2 &p_v) const;
  103. bool is_zero_approx() const;
  104. bool is_finite() const;
  105. Vector2 operator+(const Vector2 &p_v) const;
  106. void operator+=(const Vector2 &p_v);
  107. Vector2 operator-(const Vector2 &p_v) const;
  108. void operator-=(const Vector2 &p_v);
  109. Vector2 operator*(const Vector2 &p_v1) const;
  110. Vector2 operator*(const real_t &rvalue) const;
  111. void operator*=(const real_t &rvalue);
  112. void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
  113. Vector2 operator/(const Vector2 &p_v1) const;
  114. Vector2 operator/(const real_t &rvalue) const;
  115. void operator/=(const real_t &rvalue);
  116. void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
  117. Vector2 operator-() const;
  118. bool operator==(const Vector2 &p_vec2) const;
  119. bool operator!=(const Vector2 &p_vec2) const;
  120. bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
  121. bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
  122. bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
  123. bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
  124. real_t angle() const;
  125. static Vector2 from_angle(const real_t p_angle);
  126. _FORCE_INLINE_ Vector2 abs() const {
  127. return Vector2(Math::abs(x), Math::abs(y));
  128. }
  129. Vector2 rotated(const real_t p_by) const;
  130. Vector2 orthogonal() const {
  131. return Vector2(y, -x);
  132. }
  133. Vector2 sign() const;
  134. Vector2 floor() const;
  135. Vector2 ceil() const;
  136. Vector2 round() const;
  137. Vector2 snapped(const Vector2 &p_by) const;
  138. Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
  139. real_t aspect() const { return width / height; }
  140. operator String() const;
  141. operator Vector2i() const;
  142. _FORCE_INLINE_ Vector2() {}
  143. _FORCE_INLINE_ Vector2(const real_t p_x, const real_t p_y) {
  144. x = p_x;
  145. y = p_y;
  146. }
  147. };
  148. _FORCE_INLINE_ Vector2 Vector2::plane_project(const real_t p_d, const Vector2 &p_vec) const {
  149. return p_vec - *this * (dot(p_vec) - p_d);
  150. }
  151. _FORCE_INLINE_ Vector2 Vector2::operator+(const Vector2 &p_v) const {
  152. return Vector2(x + p_v.x, y + p_v.y);
  153. }
  154. _FORCE_INLINE_ void Vector2::operator+=(const Vector2 &p_v) {
  155. x += p_v.x;
  156. y += p_v.y;
  157. }
  158. _FORCE_INLINE_ Vector2 Vector2::operator-(const Vector2 &p_v) const {
  159. return Vector2(x - p_v.x, y - p_v.y);
  160. }
  161. _FORCE_INLINE_ void Vector2::operator-=(const Vector2 &p_v) {
  162. x -= p_v.x;
  163. y -= p_v.y;
  164. }
  165. _FORCE_INLINE_ Vector2 Vector2::operator*(const Vector2 &p_v1) const {
  166. return Vector2(x * p_v1.x, y * p_v1.y);
  167. }
  168. _FORCE_INLINE_ Vector2 Vector2::operator*(const real_t &rvalue) const {
  169. return Vector2(x * rvalue, y * rvalue);
  170. }
  171. _FORCE_INLINE_ void Vector2::operator*=(const real_t &rvalue) {
  172. x *= rvalue;
  173. y *= rvalue;
  174. }
  175. _FORCE_INLINE_ Vector2 Vector2::operator/(const Vector2 &p_v1) const {
  176. return Vector2(x / p_v1.x, y / p_v1.y);
  177. }
  178. _FORCE_INLINE_ Vector2 Vector2::operator/(const real_t &rvalue) const {
  179. return Vector2(x / rvalue, y / rvalue);
  180. }
  181. _FORCE_INLINE_ void Vector2::operator/=(const real_t &rvalue) {
  182. x /= rvalue;
  183. y /= rvalue;
  184. }
  185. _FORCE_INLINE_ Vector2 Vector2::operator-() const {
  186. return Vector2(-x, -y);
  187. }
  188. _FORCE_INLINE_ bool Vector2::operator==(const Vector2 &p_vec2) const {
  189. return x == p_vec2.x && y == p_vec2.y;
  190. }
  191. _FORCE_INLINE_ bool Vector2::operator!=(const Vector2 &p_vec2) const {
  192. return x != p_vec2.x || y != p_vec2.y;
  193. }
  194. Vector2 Vector2::lerp(const Vector2 &p_to, const real_t p_weight) const {
  195. Vector2 res = *this;
  196. res.x = Math::lerp(res.x, p_to.x, p_weight);
  197. res.y = Math::lerp(res.y, p_to.y, p_weight);
  198. return res;
  199. }
  200. Vector2 Vector2::slerp(const Vector2 &p_to, const real_t p_weight) const {
  201. real_t start_length_sq = length_squared();
  202. real_t end_length_sq = p_to.length_squared();
  203. if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
  204. // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
  205. return lerp(p_to, p_weight);
  206. }
  207. real_t start_length = Math::sqrt(start_length_sq);
  208. real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
  209. real_t angle = angle_to(p_to);
  210. return rotated(angle * p_weight) * (result_length / start_length);
  211. }
  212. Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, const real_t p_weight) const {
  213. Vector2 res = *this;
  214. res.x = Math::cubic_interpolate(res.x, p_b.x, p_pre_a.x, p_post_b.x, p_weight);
  215. res.y = Math::cubic_interpolate(res.y, p_b.y, p_pre_a.y, p_post_b.y, p_weight);
  216. return res;
  217. }
  218. Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &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 {
  219. Vector2 res = *this;
  220. 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);
  221. 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);
  222. return res;
  223. }
  224. Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
  225. Vector2 res = *this;
  226. res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
  227. res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
  228. return res;
  229. }
  230. Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
  231. Vector2 res = *this;
  232. res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
  233. res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
  234. return res;
  235. }
  236. Vector2 Vector2::direction_to(const Vector2 &p_to) const {
  237. Vector2 ret(p_to.x - x, p_to.y - y);
  238. ret.normalize();
  239. return ret;
  240. }
  241. // Multiplication operators required to workaround issues with LLVM using implicit conversion
  242. // to Vector2i instead for integers where it should not.
  243. _FORCE_INLINE_ Vector2 operator*(const float p_scalar, const Vector2 &p_vec) {
  244. return p_vec * p_scalar;
  245. }
  246. _FORCE_INLINE_ Vector2 operator*(const double p_scalar, const Vector2 &p_vec) {
  247. return p_vec * p_scalar;
  248. }
  249. _FORCE_INLINE_ Vector2 operator*(const int32_t p_scalar, const Vector2 &p_vec) {
  250. return p_vec * p_scalar;
  251. }
  252. _FORCE_INLINE_ Vector2 operator*(const int64_t p_scalar, const Vector2 &p_vec) {
  253. return p_vec * p_scalar;
  254. }
  255. typedef Vector2 Size2;
  256. typedef Vector2 Point2;
  257. #endif // VECTOR2_H