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- /**************************************************************************/
- /* vector4.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 VECTOR4_H
- #define VECTOR4_H
- #include "core/error/error_macros.h"
- #include "core/math/math_funcs.h"
- class String;
- struct _NO_DISCARD_ Vector4 {
- static const int AXIS_COUNT = 4;
- enum Axis {
- AXIS_X,
- AXIS_Y,
- AXIS_Z,
- AXIS_W,
- };
- union {
- struct {
- real_t x;
- real_t y;
- real_t z;
- real_t w;
- };
- real_t components[4] = { 0, 0, 0, 0 };
- };
- _FORCE_INLINE_ real_t &operator[](const int p_axis) {
- DEV_ASSERT((unsigned int)p_axis < 4);
- return components[p_axis];
- }
- _FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
- DEV_ASSERT((unsigned int)p_axis < 4);
- return components[p_axis];
- }
- Vector4::Axis min_axis_index() const;
- Vector4::Axis max_axis_index() const;
- Vector4 min(const Vector4 &p_vector4) const {
- return Vector4(MIN(x, p_vector4.x), MIN(y, p_vector4.y), MIN(z, p_vector4.z), MIN(w, p_vector4.w));
- }
- Vector4 max(const Vector4 &p_vector4) const {
- return Vector4(MAX(x, p_vector4.x), MAX(y, p_vector4.y), MAX(z, p_vector4.z), MAX(w, p_vector4.w));
- }
- _FORCE_INLINE_ real_t length_squared() const;
- bool is_equal_approx(const Vector4 &p_vec4) const;
- bool is_zero_approx() const;
- bool is_finite() const;
- real_t length() const;
- void normalize();
- Vector4 normalized() const;
- bool is_normalized() const;
- real_t distance_to(const Vector4 &p_to) const;
- real_t distance_squared_to(const Vector4 &p_to) const;
- Vector4 direction_to(const Vector4 &p_to) const;
- Vector4 abs() const;
- Vector4 sign() const;
- Vector4 floor() const;
- Vector4 ceil() const;
- Vector4 round() const;
- Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
- Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
- 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 posmod(const real_t p_mod) const;
- Vector4 posmodv(const Vector4 &p_modv) const;
- void snap(const Vector4 &p_step);
- Vector4 snapped(const Vector4 &p_step) const;
- Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
- Vector4 inverse() const;
- _FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
- _FORCE_INLINE_ void operator-=(const Vector4 &p_vec4);
- _FORCE_INLINE_ void operator*=(const Vector4 &p_vec4);
- _FORCE_INLINE_ void operator/=(const Vector4 &p_vec4);
- _FORCE_INLINE_ void operator*=(const real_t &s);
- _FORCE_INLINE_ void operator/=(const real_t &s);
- _FORCE_INLINE_ Vector4 operator+(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ Vector4 operator-(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ Vector4 operator*(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ Vector4 operator/(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ Vector4 operator-() const;
- _FORCE_INLINE_ Vector4 operator*(const real_t &s) const;
- _FORCE_INLINE_ Vector4 operator/(const real_t &s) const;
- _FORCE_INLINE_ bool operator==(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ bool operator!=(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ bool operator>(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ bool operator<(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ bool operator>=(const Vector4 &p_vec4) const;
- _FORCE_INLINE_ bool operator<=(const Vector4 &p_vec4) const;
- operator String() const;
- _FORCE_INLINE_ Vector4() {}
- _FORCE_INLINE_ Vector4(real_t p_x, real_t p_y, real_t p_z, real_t p_w) :
- x(p_x),
- y(p_y),
- z(p_z),
- w(p_w) {
- }
- Vector4(const Vector4 &p_vec4) :
- x(p_vec4.x),
- y(p_vec4.y),
- z(p_vec4.z),
- w(p_vec4.w) {
- }
- void operator=(const Vector4 &p_vec4) {
- x = p_vec4.x;
- y = p_vec4.y;
- z = p_vec4.z;
- w = p_vec4.w;
- }
- };
- real_t Vector4::dot(const Vector4 &p_vec4) const {
- return x * p_vec4.x + y * p_vec4.y + z * p_vec4.z + w * p_vec4.w;
- }
- real_t Vector4::length_squared() const {
- return dot(*this);
- }
- void Vector4::operator+=(const Vector4 &p_vec4) {
- x += p_vec4.x;
- y += p_vec4.y;
- z += p_vec4.z;
- w += p_vec4.w;
- }
- void Vector4::operator-=(const Vector4 &p_vec4) {
- x -= p_vec4.x;
- y -= p_vec4.y;
- z -= p_vec4.z;
- w -= p_vec4.w;
- }
- void Vector4::operator*=(const Vector4 &p_vec4) {
- x *= p_vec4.x;
- y *= p_vec4.y;
- z *= p_vec4.z;
- w *= p_vec4.w;
- }
- void Vector4::operator/=(const Vector4 &p_vec4) {
- x /= p_vec4.x;
- y /= p_vec4.y;
- z /= p_vec4.z;
- w /= p_vec4.w;
- }
- void Vector4::operator*=(const real_t &s) {
- x *= s;
- y *= s;
- z *= s;
- w *= s;
- }
- void Vector4::operator/=(const real_t &s) {
- *this *= 1.0f / s;
- }
- Vector4 Vector4::operator+(const Vector4 &p_vec4) const {
- return Vector4(x + p_vec4.x, y + p_vec4.y, z + p_vec4.z, w + p_vec4.w);
- }
- Vector4 Vector4::operator-(const Vector4 &p_vec4) const {
- return Vector4(x - p_vec4.x, y - p_vec4.y, z - p_vec4.z, w - p_vec4.w);
- }
- Vector4 Vector4::operator*(const Vector4 &p_vec4) const {
- return Vector4(x * p_vec4.x, y * p_vec4.y, z * p_vec4.z, w * p_vec4.w);
- }
- Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
- return Vector4(x / p_vec4.x, y / p_vec4.y, z / p_vec4.z, w / p_vec4.w);
- }
- Vector4 Vector4::operator-() const {
- return Vector4(-x, -y, -z, -w);
- }
- Vector4 Vector4::operator*(const real_t &s) const {
- return Vector4(x * s, y * s, z * s, w * s);
- }
- Vector4 Vector4::operator/(const real_t &s) const {
- return *this * (1.0f / s);
- }
- bool Vector4::operator==(const Vector4 &p_vec4) const {
- return x == p_vec4.x && y == p_vec4.y && z == p_vec4.z && w == p_vec4.w;
- }
- bool Vector4::operator!=(const Vector4 &p_vec4) const {
- return x != p_vec4.x || y != p_vec4.y || z != p_vec4.z || w != p_vec4.w;
- }
- bool Vector4::operator<(const Vector4 &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- if (z == p_v.z) {
- return w < p_v.w;
- }
- return z < p_v.z;
- }
- return y < p_v.y;
- }
- return x < p_v.x;
- }
- bool Vector4::operator>(const Vector4 &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- if (z == p_v.z) {
- return w > p_v.w;
- }
- return z > p_v.z;
- }
- return y > p_v.y;
- }
- return x > p_v.x;
- }
- bool Vector4::operator<=(const Vector4 &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- if (z == p_v.z) {
- return w <= p_v.w;
- }
- return z < p_v.z;
- }
- return y < p_v.y;
- }
- return x < p_v.x;
- }
- bool Vector4::operator>=(const Vector4 &p_v) const {
- if (x == p_v.x) {
- if (y == p_v.y) {
- if (z == p_v.z) {
- return w >= p_v.w;
- }
- return z > p_v.z;
- }
- return y > p_v.y;
- }
- return x > p_v.x;
- }
- _FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
- return p_vec * p_scalar;
- }
- _FORCE_INLINE_ Vector4 operator*(const double p_scalar, const Vector4 &p_vec) {
- return p_vec * p_scalar;
- }
- _FORCE_INLINE_ Vector4 operator*(const int32_t p_scalar, const Vector4 &p_vec) {
- return p_vec * p_scalar;
- }
- _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
- return p_vec * p_scalar;
- }
- #endif // VECTOR4_H
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