Merge pull request #857 from aaronfranke/you-just-got-vectored

Update Vector2/2i/3/3i/4/4i to match the engine
pull/880/head
Rémi Verschelde 2022-10-04 16:39:42 +02:00
commit 047b08922d
11 changed files with 220 additions and 110 deletions

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@ -45,6 +45,8 @@ class Vector2 {
friend class Variant;
public:
static const int AXIS_COUNT = 2;
enum Axis {
AXIS_X,
AXIS_Y,
@ -74,10 +76,6 @@ public:
return coord[p_idx];
}
_FORCE_INLINE_ void set_all(const real_t p_value) {
x = y = p_value;
}
_FORCE_INLINE_ Vector2::Axis min_axis_index() const {
return x < y ? Vector2::AXIS_X : Vector2::AXIS_Y;
}
@ -119,6 +117,7 @@ public:
_FORCE_INLINE_ Vector2 lerp(const Vector2 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ Vector2 slerp(const Vector2 &p_to, const real_t p_weight) const;
_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;
_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;
_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;
Vector2 move_toward(const Vector2 &p_to, const real_t p_delta) const;
@ -128,6 +127,7 @@ public:
Vector2 reflect(const Vector2 &p_normal) const;
bool is_equal_approx(const Vector2 &p_v) const;
bool is_zero_approx() const;
Vector2 operator+(const Vector2 &p_v) const;
void operator+=(const Vector2 &p_v);
@ -275,6 +275,13 @@ Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, c
return res;
}
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 {
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, const real_t p_t) const {
Vector2 res = *this;

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@ -45,6 +45,8 @@ class Vector2i {
friend class Variant;
public:
static const int AXIS_COUNT = 2;
enum Axis {
AXIS_X,
AXIS_Y,
@ -122,7 +124,7 @@ public:
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(SIGN(x), SIGN(y)); }
Vector2i abs() const { return Vector2i(ABS(x), ABS(y)); }
Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
Vector2i clamp(const Vector2i &p_min, const Vector2i &p_max) const;
operator String() const;

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@ -47,6 +47,8 @@ class Vector3 {
friend class Variant;
public:
static const int AXIS_COUNT = 3;
enum Axis {
AXIS_X,
AXIS_Y,
@ -73,13 +75,6 @@ public:
return coord[p_axis];
}
void set_axis(const int p_axis, const real_t p_value);
real_t get_axis(const int p_axis) const;
_FORCE_INLINE_ void set_all(const real_t p_value) {
x = y = z = p_value;
}
_FORCE_INLINE_ Vector3::Axis min_axis_index() const {
return x < y ? (x < z ? Vector3::AXIS_X : Vector3::AXIS_Z) : (y < z ? Vector3::AXIS_Y : Vector3::AXIS_Z);
}
@ -110,12 +105,15 @@ public:
_FORCE_INLINE_ Vector3 lerp(const Vector3 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ Vector3 slerp(const Vector3 &p_to, const real_t p_weight) const;
_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;
_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;
_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;
Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
Vector2 octahedron_encode() const;
static Vector3 octahedron_decode(const Vector2 &p_oct);
Vector2 octahedron_tangent_encode(const float sign) const;
static Vector3 octahedron_tangent_decode(const Vector2 &p_oct, float *sign);
_FORCE_INLINE_ Vector3 cross(const Vector3 &p_with) const;
_FORCE_INLINE_ real_t dot(const Vector3 &p_with) const;
@ -144,6 +142,7 @@ public:
_FORCE_INLINE_ Vector3 reflect(const Vector3 &p_normal) const;
bool is_equal_approx(const Vector3 &p_v) const;
bool is_zero_approx() const;
/* Operators */
@ -222,16 +221,25 @@ Vector3 Vector3::lerp(const Vector3 &p_to, const real_t p_weight) const {
}
Vector3 Vector3::slerp(const Vector3 &p_to, const real_t p_weight) const {
// This method seems more complicated than it really is, since we write out
// the internals of some methods for efficiency (mainly, checking length).
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);
}
Vector3 axis = cross(p_to);
real_t axis_length_sq = axis.length_squared();
if (unlikely(axis_length_sq == 0.0f)) {
// Colinear vectors have no rotation axis or angle between them, so the best we can do is lerp.
return lerp(p_to, p_weight);
}
axis /= Math::sqrt(axis_length_sq);
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(cross(p_to).normalized(), angle * p_weight) * (result_length / start_length);
return rotated(axis, angle * p_weight) * (result_length / start_length);
}
Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, const real_t p_weight) const {
@ -242,6 +250,14 @@ Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, c
return res;
}
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 {
Vector3 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);
return res;
}
Vector3 Vector3::bezier_interpolate(const Vector3 &p_control_1, const Vector3 &p_control_2, const Vector3 &p_end, const real_t p_t) const {
Vector3 res = *this;

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@ -45,6 +45,8 @@ class Vector3i {
friend class Variant;
public:
static const int AXIS_COUNT = 3;
enum Axis {
AXIS_X,
AXIS_Y,
@ -71,9 +73,6 @@ public:
return coord[p_axis];
}
void set_axis(const int p_axis, const int32_t p_value);
int32_t get_axis(const int p_axis) const;
Vector3i::Axis min_axis_index() const;
Vector3i::Axis max_axis_index() const;
@ -135,7 +134,7 @@ double Vector3i::length() const {
}
Vector3i Vector3i::abs() const {
return Vector3i(ABS(x), ABS(y), ABS(z));
return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
}
Vector3i Vector3i::sign() const {

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@ -44,6 +44,8 @@ class Vector4 {
friend class Variant;
public:
static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
@ -61,30 +63,46 @@ public:
real_t components[4] = { 0, 0, 0, 0 };
};
_FORCE_INLINE_ real_t &operator[](int idx) {
return components[idx];
_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[](int idx) const {
return components[idx];
_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;
_FORCE_INLINE_ real_t length_squared() const;
bool is_equal_approx(const Vector4 &p_vec4) const;
bool is_zero_approx() 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::Axis min_axis_index() const;
Vector4::Axis max_axis_index() 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;
Vector4 lerp(const Vector4 &p_to, const real_t p_weight) const;
_FORCE_INLINE_ real_t dot(const Vector4 &p_vec4) const;
_FORCE_INLINE_ void operator+=(const Vector4 &p_vec4);
@ -197,7 +215,7 @@ Vector4 Vector4::operator/(const Vector4 &p_vec4) const {
}
Vector4 Vector4::operator-() const {
return Vector4(x, y, z, w);
return Vector4(-x, -y, -z, -w);
}
Vector4 Vector4::operator*(const real_t &s) const {
@ -221,64 +239,52 @@ bool Vector4::operator<(const Vector4 &p_v) const {
if (y == p_v.y) {
if (z == p_v.z) {
return w < p_v.w;
} else {
}
return z < p_v.z;
}
} else {
return y < p_v.y;
}
} else {
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;
} else {
}
return z > p_v.z;
}
} else {
return y > p_v.y;
}
} else {
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;
} else {
}
return z < p_v.z;
}
} else {
return y < p_v.y;
}
} else {
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;
} else {
}
return z > p_v.z;
}
} else {
return y > p_v.y;
}
} else {
return x > p_v.x;
}
}
_FORCE_INLINE_ Vector4 operator*(const float p_scalar, const Vector4 &p_vec) {
return p_vec * p_scalar;
@ -298,4 +304,4 @@ _FORCE_INLINE_ Vector4 operator*(const int64_t p_scalar, const Vector4 &p_vec) {
} // namespace godot
#endif // GODOT_VECTOR3_HPP
#endif // GODOT_VECTOR4_HPP

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@ -45,6 +45,8 @@ class Vector4i {
friend class Variant;
public:
static const int AXIS_COUNT = 4;
enum Axis {
AXIS_X,
AXIS_Y,
@ -64,10 +66,12 @@ public:
};
_FORCE_INLINE_ const int32_t &operator[](const int p_axis) const {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
_FORCE_INLINE_ int32_t &operator[](const int p_axis) {
DEV_ASSERT((unsigned int)p_axis < 4);
return coord[p_axis];
}
@ -137,11 +141,11 @@ double Vector4i::length() const {
}
Vector4i Vector4i::abs() const {
return Vector4i(ABS(x), ABS(y), ABS(z), ABS(w));
return Vector4i(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w));
}
Vector4i Vector4i::sign() const {
return Vector4i(SIGN(x), SIGN(y), SIGN(z), SIGN(w));
return Vector4i(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w));
}
/* Operators */

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@ -184,6 +184,10 @@ bool Vector2::is_equal_approx(const Vector2 &p_v) const {
return Math::is_equal_approx(x, p_v.x) && Math::is_equal_approx(y, p_v.y);
}
bool Vector2::is_zero_approx() const {
return Math::is_zero_approx(x) && Math::is_zero_approx(y);
}
Vector2::operator String() const {
return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ")";
}

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@ -47,16 +47,6 @@ Vector3 Vector3::rotated(const Vector3 &p_axis, const real_t p_angle) const {
return r;
}
void Vector3::set_axis(const int p_axis, const real_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
coord[p_axis] = p_value;
}
real_t Vector3::get_axis(const int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
return operator[](p_axis);
}
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) + ")";
}

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@ -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);
}

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@ -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

View File

@ -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