Merge pull request #857 from aaronfranke/you-just-got-vectored
Update Vector2/2i/3/3i/4/4i to match the enginepull/880/head
commit
047b08922d
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@ -45,6 +45,8 @@ class Vector2 {
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friend class Variant;
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public:
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static const int AXIS_COUNT = 2;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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@ -74,10 +76,6 @@ public:
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return coord[p_idx];
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}
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_FORCE_INLINE_ void set_all(const real_t p_value) {
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x = y = p_value;
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}
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_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
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return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
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}
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@ -119,6 +117,7 @@ public:
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_FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, const real_t p_weight) const;
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_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, const real_t p_weight) const;
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_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;
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_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;
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_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;
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Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
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@ -128,6 +127,7 @@ public:
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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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bool is_zero_approx() 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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@ -275,6 +275,13 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
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return res;
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}
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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 {
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Vector2 res = *this;
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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);
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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);
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return res;
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}
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Vector2 Vector2::bezier_interpolate(const Vector2 &p_control_1, const Vector2 &p_control_2, const Vector2 &p_end, const real_t p_t) const {
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Vector2 res = *this;
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@ -45,6 +45,8 @@ class Vector2i {
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friend class Variant;
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public:
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static const int AXIS_COUNT = 2;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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@ -122,7 +124,7 @@ public:
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real_t aspect() const { return width / (real_t)height; }
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Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
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Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
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Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
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Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
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operator String() const;
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@ -47,6 +47,8 @@ class Vector3 {
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friend class Variant;
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public:
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static const int AXIS_COUNT = 3;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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@ -73,13 +75,6 @@ public:
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return coord[p_axis];
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}
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void set_axis(const int p_axis, const real_t p_value);
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real_t get_axis(const int p_axis) const;
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_FORCE_INLINE_ void set_all(const real_t p_value) {
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x = y = z = p_value;
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}
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_FORCE_INLINE_ Vector3::Axis min_axis_index() const {
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return x < y ? (x < z ? Vector3::AXIS_X : Vector3::AXIS_Z) : (y < z ? Vector3::AXIS_Y : Vector3::AXIS_Z);
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}
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@ -110,12 +105,15 @@ public:
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_FORCE_INLINE_ Vector3 lerp(const Vector3 &p_to, const real_t p_weight) const;
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_FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, const real_t p_weight) const;
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_FORCE_INLINE_ Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const;
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_FORCE_INLINE_ Vector3 cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &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;
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_FORCE_INLINE_ Vector3 bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const;
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Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
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Vector2 octahedron_encode() const;
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static Vector3 octahedron_decode(const Vector2 &p_oct);
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Vector2 octahedron_tangent_encode(const float sign) const;
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static Vector3 octahedron_tangent_decode(const Vector2 &p_oct, float *sign);
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_FORCE_INLINE_ Vector3 cross(const Vector3 &p_with) const;
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_FORCE_INLINE_ real_t dot(const Vector3 &p_with) const;
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@ -144,6 +142,7 @@ public:
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_FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
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bool is_equal_approx(const Vector3 &p_v) const;
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bool is_zero_approx() const;
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/* Operators */
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@ -222,16 +221,25 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
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}
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Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
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// This method seems more complicated than it really is, since we write out
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// the internals of some methods for efficiency (mainly, checking length).
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real_t start_length_sq = length_squared();
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real_t end_length_sq = p_to.length_squared();
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if (unlikely(start_length_sq == 0.0f || end_length_sq == 0.0f)) {
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// Zero length vectors have no angle, so the best we can do is either lerp or throw an error.
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return lerp(p_to, p_weight);
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}
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Vector3 axis = cross(p_to);
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real_t axis_length_sq = axis.length_squared();
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if (unlikely(axis_length_sq == 0.0f)) {
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// Colinear vectors have no rotation axis or angle between them, so the best we can do is lerp.
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return lerp(p_to, p_weight);
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}
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axis /= Math::sqrt(axis_length_sq);
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real_t start_length = Math::sqrt(start_length_sq);
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real_t result_length = Math::lerp(start_length, Math::sqrt(end_length_sq), p_weight);
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real_t angle = angle_to(p_to);
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return rotated(cross(p_to).normalized(), angle * p_weight) * (result_length / start_length);
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return rotated(axis, angle * p_weight) * (result_length / start_length);
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}
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Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const {
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@ -242,6 +250,14 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, c
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return res;
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}
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Vector3 Vector3::cubic_interpolate_in_time(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &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 {
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Vector3 res = *this;
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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);
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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);
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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);
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return res;
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}
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Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const {
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Vector3 res = *this;
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@ -45,6 +45,8 @@ class Vector3i {
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friend class Variant;
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public:
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static const int AXIS_COUNT = 3;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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@ -71,9 +73,6 @@ public:
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return coord[p_axis];
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}
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void set_axis(const int p_axis, const int32_t p_value);
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int32_t get_axis(const int p_axis) const;
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Vector3i::Axis min_axis_index() const;
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Vector3i::Axis max_axis_index() const;
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@ -135,7 +134,7 @@ double Vector3i::length() const {
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}
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Vector3i Vector3i::abs() const {
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return Vector3i(ABS(x), ABS(y), ABS(z));
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return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
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}
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Vector3i Vector3i::sign() const {
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@ -44,6 +44,8 @@ class Vector4 {
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friend class Variant;
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public:
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static const int AXIS_COUNT = 4;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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@ -61,30 +63,46 @@ public:
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real_t components[4] = { 0, 0, 0, 0 };
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};
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_FORCE_INLINE_ real_t &operator[](int idx) {
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return components[idx];
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_FORCE_INLINE_ real_t &operator[](const int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return components[p_axis];
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}
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_FORCE_INLINE_ const real_t &operator[](int idx) const {
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return components[idx];
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_FORCE_INLINE_ const real_t &operator[](const int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return components[p_axis];
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}
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Vector4::Axis min_axis_index() const;
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Vector4::Axis max_axis_index() const;
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_FORCE_INLINE_ real_t length_squared() const;
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bool is_equal_approx(const Vector4 &p_vec4) const;
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bool is_zero_approx() const;
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real_t length() const;
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void normalize();
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Vector4 normalized() const;
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bool is_normalized() const;
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real_t distance_to(const Vector4 &p_to) const;
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real_t distance_squared_to(const Vector4 &p_to) const;
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Vector4 direction_to(const Vector4 &p_to) const;
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Vector4 abs() const;
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Vector4 sign() const;
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Vector4 floor() const;
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Vector4 ceil() const;
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Vector4 round() const;
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Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
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Vector4 cubic_interpolate(const Vector4 &p_b, const Vector4 &p_pre_a, const Vector4 &p_post_b, const real_t p_weight) const;
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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;
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Vector4::Axis min_axis_index() const;
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Vector4::Axis max_axis_index() const;
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Vector4 posmod(const real_t p_mod) const;
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Vector4 posmodv(const Vector4 &p_modv) const;
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void snap(const Vector4 &p_step);
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Vector4 snapped(const Vector4 &p_step) const;
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Vector4 clamp(const Vector4 &p_min, const Vector4 &p_max) const;
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Vector4 inverse() const;
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Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
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_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
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_FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
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@ -197,7 +215,7 @@ Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
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}
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Vector4 Vector4::operator-() const {
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return Vector4(x, y, z, w);
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return Vector4(-x, -y, -z, -w);
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}
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Vector4 Vector4::operator*(const real_t &s) const {
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@ -221,64 +239,52 @@ bool Vector4::operator<(const Vector4 &p_v) const {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w < p_v.w;
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} else {
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}
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return z < p_v.z;
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}
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} else {
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return y < p_v.y;
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}
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} else {
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return x < p_v.x;
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}
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}
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bool Vector4::operator>(const Vector4 &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w > p_v.w;
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} else {
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}
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return z > p_v.z;
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}
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} else {
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return y > p_v.y;
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}
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} else {
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return x > p_v.x;
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}
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}
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bool Vector4::operator<=(const Vector4 &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w <= p_v.w;
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} else {
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}
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return z < p_v.z;
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}
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} else {
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return y < p_v.y;
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}
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} else {
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return x < p_v.x;
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}
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}
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bool Vector4::operator>=(const Vector4 &p_v) const {
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if (x == p_v.x) {
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if (y == p_v.y) {
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if (z == p_v.z) {
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return w >= p_v.w;
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} else {
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}
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return z > p_v.z;
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}
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} else {
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return y > p_v.y;
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}
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} else {
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return x > p_v.x;
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}
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}
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_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
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return p_vec * p_scalar;
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@ -298,4 +304,4 @@ _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
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} // namespace godot
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#endif // GODOT_VECTOR3_HPP
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#endif // GODOT_VECTOR4_HPP
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@ -45,6 +45,8 @@ class Vector4i {
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friend class Variant;
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public:
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static const int AXIS_COUNT = 4;
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enum Axis {
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AXIS_X,
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AXIS_Y,
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@ -64,10 +66,12 @@ public:
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};
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_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
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}
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_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
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DEV_ASSERT((unsigned int)p_axis < 4);
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return coord[p_axis];
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}
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@ -137,11 +141,11 @@ double Vector4i::length() const {
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}
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Vector4i Vector4i::abs() const {
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return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
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return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
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}
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Vector4i Vector4i::sign() const {
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return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
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return Vector4i(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w));
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}
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/* Operators */
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@ -184,6 +184,10 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
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return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
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}
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bool Vector2::is_zero_approx() const {
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return Math::is_zero_approx(x) && Math::is_zero_approx(y);
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}
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Vector2::operator String() const {
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return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
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}
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@ -47,16 +47,6 @@ Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
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return r;
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}
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void Vector3::set_axis(const int p_axis, const real_t p_value) {
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ERR_FAIL_INDEX(p_axis, 3);
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coord[p_axis] = p_value;
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}
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real_t Vector3::get_axis(const int p_axis) const {
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ERR_FAIL_INDEX_V(p_axis, 3, 0);
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return operator[](p_axis);
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}
|
||||
|
||||
Vector3 Vector3::clamp(const Vector3 &p_min, const Vector3 &p_max) const {
|
||||
return Vector3(
|
||||
CLAMP(x, p_min.x, p_max.x),
|
||||
|
@ -119,18 +109,38 @@ Vector3 Vector3::octahedron_decode(const Vector2 &p_oct) {
|
|||
return n.normalized();
|
||||
}
|
||||
|
||||
Basis Vector3::outer(const Vector3 &p_with) const {
|
||||
Vector3 row0(x * p_with.x, x * p_with.y, x * p_with.z);
|
||||
Vector3 row1(y * p_with.x, y * p_with.y, y * p_with.z);
|
||||
Vector3 row2(z * p_with.x, z * p_with.y, z * p_with.z);
|
||||
Vector2 Vector3::octahedron_tangent_encode(const float sign) const {
|
||||
Vector2 res = this->octahedron_encode();
|
||||
res.y = res.y * 0.5f + 0.5f;
|
||||
res.y = sign >= 0.0f ? res.y : 1 - res.y;
|
||||
return res;
|
||||
}
|
||||
|
||||
return Basis(row0, row1, row2);
|
||||
Vector3 Vector3::octahedron_tangent_decode(const Vector2 &p_oct, float *sign) {
|
||||
Vector2 oct_compressed = p_oct;
|
||||
oct_compressed.y = oct_compressed.y * 2 - 1;
|
||||
*sign = oct_compressed.y >= 0.0f ? 1.0f : -1.0f;
|
||||
oct_compressed.y = Math::abs(oct_compressed.y);
|
||||
Vector3 res = Vector3::octahedron_decode(oct_compressed);
|
||||
return res;
|
||||
}
|
||||
|
||||
Basis Vector3::outer(const Vector3 &p_with) const {
|
||||
Basis basis;
|
||||
basis.rows[0] = Vector3(x * p_with.x, x * p_with.y, x * p_with.z);
|
||||
basis.rows[1] = Vector3(y * p_with.x, y * p_with.y, y * p_with.z);
|
||||
basis.rows[2] = Vector3(z * p_with.x, z * p_with.y, z * p_with.z);
|
||||
return basis;
|
||||
}
|
||||
|
||||
bool Vector3::is_equal_approx(const Vector3 &p_v) const {
|
||||
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y) && Math::is_equal_approx(z, p_v.z);
|
||||
}
|
||||
|
||||
bool Vector3::is_zero_approx() const {
|
||||
return Math::is_zero_approx(x) && Math::is_zero_approx(y) && Math::is_zero_approx(z);
|
||||
}
|
||||
|
||||
Vector3::operator String() const {
|
||||
return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ")";
|
||||
}
|
||||
|
|
|
@ -35,16 +35,6 @@
|
|||
|
||||
namespace godot {
|
||||
|
||||
void Vector3i::set_axis(const int p_axis, const int32_t p_value) {
|
||||
ERR_FAIL_INDEX(p_axis, 3);
|
||||
coord[p_axis] = p_value;
|
||||
}
|
||||
|
||||
int32_t Vector3i::get_axis(const int p_axis) const {
|
||||
ERR_FAIL_INDEX_V(p_axis, 3, 0);
|
||||
return operator[](p_axis);
|
||||
}
|
||||
|
||||
Vector3i::Axis Vector3i::min_axis_index() const {
|
||||
return x < y ? (x < z ? Vector3i::AXIS_X : Vector3i::AXIS_Z) : (y < z ? Vector3i::AXIS_Y : Vector3i::AXIS_Z);
|
||||
}
|
||||
|
|
|
@ -30,29 +30,82 @@
|
|||
|
||||
#include <godot_cpp/variant/vector4.hpp>
|
||||
|
||||
#include <godot_cpp/variant/basis.hpp>
|
||||
#include <godot_cpp/variant/string.hpp>
|
||||
#include <godot_cpp/variant/vector4i.hpp>
|
||||
|
||||
namespace godot {
|
||||
|
||||
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);
|
||||
}
|
||||
|
||||
real_t Vector4::length() const {
|
||||
return Math::sqrt(length_squared());
|
||||
}
|
||||
|
||||
void Vector4::normalize() {
|
||||
*this /= length();
|
||||
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 {
|
||||
return *this / length();
|
||||
Vector4 v = *this;
|
||||
v.normalize();
|
||||
return v;
|
||||
}
|
||||
|
||||
bool Vector4::is_normalized() const {
|
||||
return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // use less epsilon
|
||||
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 {
|
||||
|
@ -75,10 +128,6 @@ Vector4 Vector4::round() const {
|
|||
return Vector4(Math::round(x), Math::round(y), Math::round(z), Math::round(w));
|
||||
}
|
||||
|
||||
Vector4 Vector4::inverse() const {
|
||||
return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w);
|
||||
}
|
||||
|
||||
Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
|
||||
return Vector4(
|
||||
x + (p_weight * (p_to.x - x)),
|
||||
|
@ -87,28 +136,47 @@ Vector4 Vector4::lerp(const Vector4 &p_to, const real_t p_weight) const {
|
|||
w + (p_weight * (p_to.w - w)));
|
||||
}
|
||||
|
||||
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 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::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);
|
||||
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));
|
||||
}
|
||||
return Vector4::Axis(max_index);
|
||||
|
||||
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 {
|
||||
|
@ -123,4 +191,6 @@ 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));
|
||||
|
||||
} // namespace godot
|
||||
|
|
|
@ -49,7 +49,7 @@ Vector4i::Axis Vector4i::min_axis_index() const {
|
|||
uint32_t min_index = 0;
|
||||
int32_t min_value = x;
|
||||
for (uint32_t i = 1; i < 4; i++) {
|
||||
if (operator[](i) < min_value) {
|
||||
if (operator[](i) <= min_value) {
|
||||
min_index = i;
|
||||
min_value = operator[](i);
|
||||
}
|
||||
|
@ -86,10 +86,12 @@ Vector4i::operator Vector4() const {
|
|||
}
|
||||
|
||||
Vector4i::Vector4i(const Vector4 &p_vec4) {
|
||||
x = p_vec4.x;
|
||||
y = p_vec4.y;
|
||||
z = p_vec4.z;
|
||||
w = p_vec4.w;
|
||||
x = (int32_t)p_vec4.x;
|
||||
y = (int32_t)p_vec4.y;
|
||||
z = (int32_t)p_vec4.z;
|
||||
w = (int32_t)p_vec4.w;
|
||||
}
|
||||
|
||||
static_assert(sizeof(Vector4i) == 4 * sizeof(int32_t));
|
||||
|
||||
} // namespace godot
|
||||
|
|
Loading…
Reference in New Issue