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- /**************************************************************************/
- /* 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/error/error_macros.h"
- #include "core/math/math_funcs.h"
- class String;
- struct Vector2i;
- struct [[nodiscard]] 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] = { 0 };
- };
- _FORCE_INLINE_ real_t &operator[](int p_axis) {
- DEV_ASSERT((unsigned int)p_axis < 2);
- return coord[p_axis];
- }
- _FORCE_INLINE_ const real_t &operator[](int p_axis) const {
- DEV_ASSERT((unsigned int)p_axis < 2);
- return coord[p_axis];
- }
- _FORCE_INLINE_ Vector2::Axis min_axis_index() const {
- return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
- }
- _FORCE_INLINE_ Vector2::Axis max_axis_index() const {
- return x < y ? Vector2::AXIS_Y : Vector2::AXIS_X;
- }
- void normalize();
- Vector2 normalized() const;
- bool is_normalized() const;
- real_t length() const;
- real_t length_squared() const;
- Vector2 limit_length(real_t p_len = 1.0) const;
- Vector2 min(const Vector2 &p_vector2) const {
- return Vector2(MIN(x, p_vector2.x), MIN(y, p_vector2.y));
- }
- Vector2 minf(real_t p_scalar) const {
- return Vector2(MIN(x, p_scalar), MIN(y, p_scalar));
- }
- Vector2 max(const Vector2 &p_vector2) const {
- return Vector2(MAX(x, p_vector2.x), MAX(y, p_vector2.y));
- }
- Vector2 maxf(real_t p_scalar) const {
- return Vector2(MAX(x, p_scalar), MAX(y, p_scalar));
- }
- 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(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;
- _FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
- _FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
- _FORCE_INLINE_ Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
- _FORCE_INLINE_ Vector2 cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const;
- _FORCE_INLINE_ Vector2 bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, real_t p_t) const;
- _FORCE_INLINE_ Vector2 bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, real_t p_t) const;
- Vector2 move_toward(const Vector2 &p_to, 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;
- bool is_zero_approx() const;
- bool is_finite() 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*(real_t p_rvalue) const;
- void operator*=(real_t p_rvalue);
- void operator*=(const Vector2 &p_rvalue) { *this = *this * p_rvalue; }
- Vector2 operator/(const Vector2 &p_v1) const;
- Vector2 operator/(real_t p_rvalue) const;
- void operator/=(real_t p_rvalue);
- void operator/=(const Vector2 &p_rvalue) { *this = *this / p_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;
- static Vector2 from_angle(real_t p_angle);
- _FORCE_INLINE_ Vector2 abs() const {
- return Vector2(Math::abs(x), Math::abs(y));
- }
- Vector2 rotated(real_t p_by) const;
- Vector2 orthogonal() const {
- return Vector2(y, -x);
- }
- Vector2 sign() const;
- Vector2 floor() const;
- Vector2 ceil() const;
- Vector2 round() const;
- Vector2 snapped(const Vector2 &p_by) const;
- Vector2 snappedf(real_t p_by) const;
- Vector2 clamp(const Vector2 &p_min, const Vector2 &p_max) const;
- Vector2 clampf(real_t p_min, real_t p_max) const;
- real_t aspect() const { return width / height; }
- operator String() const;
- operator Vector2i() const;
- _FORCE_INLINE_ Vector2() {}
- _FORCE_INLINE_ Vector2(real_t p_x, real_t p_y) {
- x = p_x;
- y = p_y;
- }
- };
- _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 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*(real_t p_rvalue) const {
- return Vector2(x * p_rvalue, y * p_rvalue);
- }
- _FORCE_INLINE_ void Vector2::operator*=(real_t p_rvalue) {
- x *= p_rvalue;
- y *= p_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/(real_t p_rvalue) const {
- return Vector2(x / p_rvalue, y / p_rvalue);
- }
- _FORCE_INLINE_ void Vector2::operator/=(real_t p_rvalue) {
- x /= p_rvalue;
- y /= p_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::lerp(const Vector2 &p_to, real_t p_weight) const {
- Vector2 res = *this;
- res.x = Math::lerp(res.x, p_to.x, p_weight);
- res.y = Math::lerp(res.y, p_to.y, p_weight);
- return res;
- }
- Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
- real_t start_length_sq = length_squared();
- real_t end_length_sq = p_to.length_squared();
- if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
- // Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
- return lerp(p_to, p_weight);
- }
- real_t start_length = Math::sqrt(start_length_sq);
- real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
- real_t angle = angle_to(p_to);
- return rotated(angle * p_weight) * (result_length / start_length);
- }
- Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const {
- Vector2 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);
- return res;
- }
- Vector2 Vector2::cubic_interpolate_in_time(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight, real_t p_b_t, real_t p_pre_a_t, real_t p_post_b_t) const {
- Vector2 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);
- return res;
- }
- Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, real_t p_t) const {
- Vector2 res = *this;
- res.x = Math::bezier_interpolate(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
- res.y = Math::bezier_interpolate(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
- return res;
- }
- Vector2 Vector2::bezier_derivative(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, real_t p_t) const {
- Vector2 res = *this;
- res.x = Math::bezier_derivative(res.x, p_control_1.x, p_control_2.x, p_end.x, p_t);
- res.y = Math::bezier_derivative(res.y, p_control_1.y, p_control_2.y, p_end.y, p_t);
- return res;
- }
- Vector2 Vector2::direction_to(const Vector2 &p_to) const {
- Vector2 ret(p_to.x - x, p_to.y - y);
- ret.normalize();
- return ret;
- }
- // Multiplication operators required to workaround issues with LLVM using implicit conversion
- // to Vector2i instead for integers where it should not.
- _FORCE_INLINE_ Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
- return p_vec * p_scalar;
- }
- _FORCE_INLINE_ Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
- return p_vec * p_scalar;
- }
- _FORCE_INLINE_ Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
- return p_vec * p_scalar;
- }
- _FORCE_INLINE_ Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
- return p_vec * p_scalar;
- }
- typedef Vector2 Size2;
- typedef Vector2 Point2;
- #endif // VECTOR2_H
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