237 lines
5.9 KiB
C++
237 lines
5.9 KiB
C++
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#ifndef GODOT_VECTOR2_HPP
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#define GODOT_VECTOR2_HPP
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#include <godot_cpp/core/math.hpp>
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#include <godot_cpp/variant/string.hpp>
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namespace godot {
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class Vector2i;
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class Vector2 {
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public:
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_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
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enum Axis {
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AXIS_X,
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AXIS_Y,
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};
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union {
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real_t x = 0;
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real_t width;
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};
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union {
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real_t y = 0;
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real_t height;
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};
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inline real_t &operator[](int p_idx) {
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return p_idx ? y : x;
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}
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inline const real_t &operator[](int p_idx) const {
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return p_idx ? y : x;
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}
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void normalize();
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Vector2 normalized() const;
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bool is_normalized() const;
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real_t length() const;
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real_t length_squared() const;
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Vector2 min(const Vector2 &p_vector2) const {
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return Vector2(Math::min(x, p_vector2.x), Math::min(y, p_vector2.y));
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}
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Vector2 max(const Vector2 &p_vector2) const {
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return Vector2(Math::max(x, p_vector2.x), Math::max(y, p_vector2.y));
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}
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real_t distance_to(const Vector2 &p_vector2) const;
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real_t distance_squared_to(const Vector2 &p_vector2) const;
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real_t angle_to(const Vector2 &p_vector2) const;
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real_t angle_to_point(const Vector2 &p_vector2) const;
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inline Vector2 direction_to(const Vector2 &p_to) const;
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real_t dot(const Vector2 &p_other) const;
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real_t cross(const Vector2 &p_other) const;
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Vector2 posmod(const real_t p_mod) const;
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Vector2 posmodv(const Vector2 &p_modv) const;
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Vector2 project(const Vector2 &p_to) const;
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Vector2 plane_project(real_t p_d, const Vector2 &p_vec) const;
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Vector2 clamped(real_t p_len) const;
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inline Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
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inline Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
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Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
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Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
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Vector2 slide(const Vector2 &p_normal) const;
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Vector2 bounce(const Vector2 &p_normal) const;
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Vector2 reflect(const Vector2 &p_normal) const;
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bool is_equal_approx(const Vector2 &p_v) const;
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Vector2 operator+(const Vector2 &p_v) const;
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void operator+=(const Vector2 &p_v);
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Vector2 operator-(const Vector2 &p_v) const;
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void operator-=(const Vector2 &p_v);
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Vector2 operator*(const Vector2 &p_v1) const;
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Vector2 operator*(const real_t &rvalue) const;
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void operator*=(const real_t &rvalue);
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void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
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Vector2 operator/(const Vector2 &p_v1) const;
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Vector2 operator/(const real_t &rvalue) const;
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void operator/=(const real_t &rvalue);
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void operator/=(const Vector2 &rvalue) { *this = *this / rvalue; }
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Vector2 operator-() const;
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bool operator==(const Vector2 &p_vec2) const;
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bool operator!=(const Vector2 &p_vec2) const;
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bool operator<(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y < p_vec2.y) : (x < p_vec2.x); }
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bool operator>(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y > p_vec2.y) : (x > p_vec2.x); }
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bool operator<=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
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bool operator>=(const Vector2 &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
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real_t angle() const;
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inline Vector2 abs() const {
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return Vector2(Math::abs(x), Math::abs(y));
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}
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Vector2 rotated(real_t p_by) const;
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Vector2 orthogonal() const {
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return Vector2(y, -x);
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}
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Vector2 sign() const;
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Vector2 floor() const;
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Vector2 ceil() const;
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Vector2 round() const;
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Vector2 snapped(const Vector2 &p_by) const;
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real_t aspect() const { return width / height; }
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operator String() const;
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inline Vector2() {}
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inline Vector2(real_t p_x, real_t p_y) {
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x = p_x;
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y = p_y;
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}
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};
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inline Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
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return p_vec - *this * (dot(p_vec) - p_d);
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}
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inline Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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inline Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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inline Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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inline Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
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return p_vec * p_scalar;
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}
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inline Vector2 Vector2::operator+(const Vector2 &p_v) const {
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return Vector2(x + p_v.x, y + p_v.y);
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}
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inline void Vector2::operator+=(const Vector2 &p_v) {
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x += p_v.x;
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y += p_v.y;
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}
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inline Vector2 Vector2::operator-(const Vector2 &p_v) const {
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return Vector2(x - p_v.x, y - p_v.y);
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}
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inline void Vector2::operator-=(const Vector2 &p_v) {
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x -= p_v.x;
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y -= p_v.y;
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}
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inline Vector2 Vector2::operator*(const Vector2 &p_v1) const {
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return Vector2(x * p_v1.x, y * p_v1.y);
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}
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inline Vector2 Vector2::operator*(const real_t &rvalue) const {
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return Vector2(x * rvalue, y * rvalue);
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}
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inline void Vector2::operator*=(const real_t &rvalue) {
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x *= rvalue;
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y *= rvalue;
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}
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inline Vector2 Vector2::operator/(const Vector2 &p_v1) const {
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return Vector2(x / p_v1.x, y / p_v1.y);
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}
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inline Vector2 Vector2::operator/(const real_t &rvalue) const {
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return Vector2(x / rvalue, y / rvalue);
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}
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inline void Vector2::operator/=(const real_t &rvalue) {
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x /= rvalue;
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y /= rvalue;
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}
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inline Vector2 Vector2::operator-() const {
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return Vector2(-x, -y);
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}
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inline bool Vector2::operator==(const Vector2 &p_vec2) const {
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return x == p_vec2.x && y == p_vec2.y;
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}
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inline bool Vector2::operator!=(const Vector2 &p_vec2) const {
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return x != p_vec2.x || y != p_vec2.y;
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}
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Vector2 Vector2::lerp(const Vector2 &p_to, real_t p_weight) const {
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Vector2 res = *this;
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res.x += (p_weight * (p_to.x - x));
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res.y += (p_weight * (p_to.y - y));
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return res;
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}
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Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
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#ifdef MATH_CHECKS
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ERR_FAIL_COND_V(!is_normalized(), Vector2());
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#endif
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real_t theta = angle_to(p_to);
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return rotated(theta * p_weight);
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}
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Vector2 Vector2::direction_to(const Vector2 &p_to) const {
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Vector2 ret(p_to.x - x, p_to.y - y);
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ret.normalize();
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return ret;
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}
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typedef Vector2 Size2;
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typedef Vector2 Point2;
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} // namespace godot
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#endif // GODOT_VECTOR2_HPP
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