Re-introduce build-in type code for core types

pull/602/head
Bastiaan Olij 2021-09-01 13:11:10 +10:00
parent 3a5bd21092
commit 46c63af715
34 changed files with 7409 additions and 14 deletions

View File

@ -19,6 +19,9 @@ def print_file_list(api_filepath, output_dir, headers=False, sources=False):
if is_pod_type(builtin_class["name"]): if is_pod_type(builtin_class["name"]):
continue continue
if is_included_type(builtin_class["name"]):
continue
header_filename = include_gen_folder / "variant" / (camel_to_snake(builtin_class["name"]) + ".hpp") header_filename = include_gen_folder / "variant" / (camel_to_snake(builtin_class["name"]) + ".hpp")
source_filename = source_gen_folder / "variant" / (camel_to_snake(builtin_class["name"]) + ".cpp") source_filename = source_gen_folder / "variant" / (camel_to_snake(builtin_class["name"]) + ".cpp")
if headers: if headers:
@ -112,6 +115,8 @@ def generate_builtin_bindings(api, output_dir, build_config):
for builtin_api in api["builtin_classes"]: for builtin_api in api["builtin_classes"]:
if is_pod_type(builtin_api["name"]): if is_pod_type(builtin_api["name"]):
continue continue
if is_included_type(builtin_api["name"]):
continue
size = builtin_sizes[builtin_api["name"]] size = builtin_sizes[builtin_api["name"]]
@ -413,6 +418,19 @@ def generate_builtin_class_header(builtin_api, size, used_classes, fully_used_cl
result.append("bool operator!=(const wchar_t *p_str) const;") result.append("bool operator!=(const wchar_t *p_str) const;")
result.append("bool operator!=(const char16_t *p_str) const;") result.append("bool operator!=(const char16_t *p_str) const;")
result.append("bool operator!=(const char32_t *p_str) const;") result.append("bool operator!=(const char32_t *p_str) const;")
result.append(f'\tconst char32_t &operator[](int p_index) const;')
result.append(f'\tchar32_t &operator[](int p_index);')
if is_packed_array(class_name):
return_type = correct_type(builtin_api["indexing_return_type"])
if class_name == "PackedByteArray":
return_type = 'uint8_t'
elif class_name == "PackedInt32Array":
return_type = 'int32_t'
elif class_name == "PackedFloat32Array":
return_type = 'float'
result.append(f'\tconst ' + return_type + f' &operator[](int p_index) const;')
result.append(f'\t' + return_type + f' &operator[](int p_index);')
result.append("};") result.append("};")
@ -1497,6 +1515,42 @@ def is_pod_type(type_name):
"uint64_t", "uint64_t",
] ]
def is_included_type(type_name):
"""
Those are types for which we already have a class file implemented.
"""
return type_name in [
"AABB",
"Basis",
"Color",
"Plane",
"Quaternion",
"Rect2",
"Rect2i",
"Transform2D",
"Transform3D",
"Vector2",
"Vector2i",
"Vector3",
"Vector3i",
]
def is_packed_array(type_name):
"""
Those are types for which we add our extra packed array functions.
"""
return type_name in [
"PackedByteArray",
"PackedColorArray",
"PackedFloat32Array",
"PackedFloat64Array",
"PackedInt32Array",
"PackedInt64Array",
"PackedStringArray",
"PackedVector2Array",
"PackedVector3Array",
]
def is_enum(type_name): def is_enum(type_name):
return type_name.startswith("enum::") return type_name.startswith("enum::")

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@ -387,6 +387,32 @@ typedef struct {
char32_t *(*string_operator_index)(GDNativeStringPtr p_self, GDNativeInt p_index); char32_t *(*string_operator_index)(GDNativeStringPtr p_self, GDNativeInt p_index);
const char32_t *(*string_operator_index_const)(const GDNativeStringPtr p_self, GDNativeInt p_index); const char32_t *(*string_operator_index_const)(const GDNativeStringPtr p_self, GDNativeInt p_index);
/* Packed array functions */
uint8_t *(*packed_byte_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedByteArray
const uint8_t *(*packed_byte_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedByteArray
GDNativeTypePtr (*packed_color_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedColorArray, returns Color ptr
GDNativeTypePtr (*packed_color_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedColorArray, returns Color ptr
float *(*packed_float32_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedFloat32Array
const float *(*packed_float32_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedFloat32Array
double *(*packed_float64_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedFloat64Array
const double *(*packed_float64_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedFloat64Array
int32_t *(*packed_int32_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedInt32Array
const int32_t *(*packed_int32_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedInt32Array
int64_t *(*packed_int64_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedInt32Array
const int64_t *(*packed_int64_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedInt32Array
GDNativeStringPtr (*packed_string_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedStringArray
GDNativeStringPtr (*packed_string_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedStringArray
GDNativeTypePtr (*packed_vector2_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedVector2Array, returns Vector2 ptr
GDNativeTypePtr (*packed_vector2_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedVector2Array, returns Vector2 ptr
GDNativeTypePtr (*packed_vector3_array_operator_index)(GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedVector3Array, returns Vector3 ptr
GDNativeTypePtr (*packed_vector3_array_operator_index_const)(const GDNativeTypePtr p_self, GDNativeInt p_index); // p_self should be a PackedVector3Array, returns Vector3 ptr
/* OBJECT */ /* OBJECT */
void (*object_method_bind_call)(const GDNativeMethodBindPtr p_method_bind, GDNativeObjectPtr p_instance, const GDNativeVariantPtr *p_args, GDNativeInt p_arg_count, GDNativeVariantPtr r_ret, GDNativeCallError *r_error); void (*object_method_bind_call)(const GDNativeMethodBindPtr p_method_bind, GDNativeObjectPtr p_instance, const GDNativeVariantPtr *p_args, GDNativeInt p_arg_count, GDNativeVariantPtr r_ret, GDNativeCallError *r_error);

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@ -92,6 +92,23 @@
#define unlikely(x) x #define unlikely(x) x
#endif #endif
#ifdef REAL_T_IS_DOUBLE
typedef double real_t;
#else
typedef float real_t;
#endif
// Generic swap template.
#ifndef SWAP
#define SWAP(m_x, m_y) __swap_tmpl((m_x), (m_y))
template <class T>
inline void __swap_tmpl(T &x, T &y) {
T aux = x;
x = y;
y = aux;
}
#endif // SWAP
// Home-made index sequence trick, so it can be used everywhere without the costly include of std::tuple. // Home-made index sequence trick, so it can be used everywhere without the costly include of std::tuple.
// https://stackoverflow.com/questions/15014096/c-index-of-type-during-variadic-template-expansion // https://stackoverflow.com/questions/15014096/c-index-of-type-during-variadic-template-expansion
template <size_t... Is> template <size_t... Is>

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@ -0,0 +1,424 @@
#ifndef GODOT_MATH_H
#define GODOT_MATH_H
#include <godot_cpp/core/defs.hpp>
#include <godot/gdnative_interface.h>
#include <cmath>
namespace godot {
namespace Math {
// This epsilon should match the one used by Godot for consistency.
// Using `f` when `real_t` is float.
#define CMP_EPSILON 0.00001f
#define CMP_EPSILON2 (CMP_EPSILON * CMP_EPSILON)
// This epsilon is for values related to a unit size (scalar or vector len).
#ifdef PRECISE_MATH_CHECKS
#define UNIT_EPSILON 0.00001
#else
// Tolerate some more floating point error normally.
#define UNIT_EPSILON 0.001
#endif
#define Math_SQRT12 0.7071067811865475244008443621048490
#define Math_SQRT2 1.4142135623730950488016887242
#define Math_LN2 0.6931471805599453094172321215
#define Math_PI 3.1415926535897932384626433833
#define Math_TAU 6.2831853071795864769252867666
#define Math_E 2.7182818284590452353602874714
#define Math_INF INFINITY
#define Math_NAN NAN
// Functions reproduced as in Godot's source code `math_funcs.h`.
// Some are overloads to automatically support changing real_t into either double or float in the way Godot does.
inline double fmod(double p_x, double p_y) {
return ::fmod(p_x, p_y);
}
inline float fmod(float p_x, float p_y) {
return ::fmodf(p_x, p_y);
}
inline double fposmod(double p_x, double p_y) {
double value = Math::fmod(p_x, p_y);
if ((value < 0 && p_y > 0) || (value > 0 && p_y < 0)) {
value += p_y;
}
value += 0.0;
return value;
}
inline float fposmod(float p_x, float p_y) {
float value = Math::fmod(p_x, p_y);
if ((value < 0 && p_y > 0) || (value > 0 && p_y < 0)) {
value += p_y;
}
value += 0.0;
return value;
}
inline float fposmodp(float p_x, float p_y) {
float value = Math::fmod(p_x, p_y);
if (value < 0) {
value += p_y;
}
value += 0.0;
return value;
}
inline double fposmodp(double p_x, double p_y) {
double value = Math::fmod(p_x, p_y);
if (value < 0) {
value += p_y;
}
value += 0.0;
return value;
}
inline double floor(double p_x) {
return ::floor(p_x);
}
inline float floor(float p_x) {
return ::floorf(p_x);
}
inline double ceil(double p_x) {
return ::ceil(p_x);
}
inline float ceil(float p_x) {
return ::ceilf(p_x);
}
inline double exp(double p_x) {
return ::exp(p_x);
}
inline float exp(float p_x) {
return ::expf(p_x);
}
inline double sin(double p_x) {
return ::sin(p_x);
}
inline float sin(float p_x) {
return ::sinf(p_x);
}
inline double cos(double p_x) {
return ::cos(p_x);
}
inline float cos(float p_x) {
return ::cosf(p_x);
}
inline double tan(double p_x) {
return ::tan(p_x);
}
inline float tan(float p_x) {
return ::tanf(p_x);
}
inline double sinh(double p_x) {
return ::sinh(p_x);
}
inline float sinh(float p_x) {
return ::sinhf(p_x);
}
inline float sinc(float p_x) {
return p_x == 0 ? 1 : ::sin(p_x) / p_x;
}
inline double sinc(double p_x) {
return p_x == 0 ? 1 : ::sin(p_x) / p_x;
}
inline float sincn(float p_x) {
return sinc(Math_PI * p_x);
}
inline double sincn(double p_x) {
return sinc(Math_PI * p_x);
}
inline double cosh(double p_x) {
return ::cosh(p_x);
}
inline float cosh(float p_x) {
return ::coshf(p_x);
}
inline double tanh(double p_x) {
return ::tanh(p_x);
}
inline float tanh(float p_x) {
return ::tanhf(p_x);
}
inline double asin(double p_x) {
return ::asin(p_x);
}
inline float asin(float p_x) {
return ::asinf(p_x);
}
inline double acos(double p_x) {
return ::acos(p_x);
}
inline float acos(float p_x) {
return ::acosf(p_x);
}
inline double atan(double p_x) {
return ::atan(p_x);
}
inline float atan(float p_x) {
return ::atanf(p_x);
}
inline double atan2(double p_y, double p_x) {
return ::atan2(p_y, p_x);
}
inline float atan2(float p_y, float p_x) {
return ::atan2f(p_y, p_x);
}
inline double sqrt(double p_x) {
return ::sqrt(p_x);
}
inline float sqrt(float p_x) {
return ::sqrtf(p_x);
}
inline double pow(double p_x, double p_y) {
return ::pow(p_x, p_y);
}
inline float pow(float p_x, float p_y) {
return ::powf(p_x, p_y);
}
inline double log(double p_x) {
return ::log(p_x);
}
inline float log(float p_x) {
return ::logf(p_x);
}
inline float lerp(float minv, float maxv, float t) {
return minv + t * (maxv - minv);
}
inline double lerp(double minv, double maxv, double t) {
return minv + t * (maxv - minv);
}
inline double lerp_angle(double p_from, double p_to, double p_weight) {
double difference = fmod(p_to - p_from, Math_TAU);
double distance = fmod(2.0 * difference, Math_TAU) - difference;
return p_from + distance * p_weight;
}
inline float lerp_angle(float p_from, float p_to, float p_weight) {
float difference = fmod(p_to - p_from, (float)Math_TAU);
float distance = fmod(2.0f * difference, (float)Math_TAU) - difference;
return p_from + distance * p_weight;
}
template <typename T>
inline T clamp(T x, T minv, T maxv) {
if (x < minv) {
return minv;
}
if (x > maxv) {
return maxv;
}
return x;
}
template <typename T>
inline T min(T a, T b) {
return a < b ? a : b;
}
template <typename T>
inline T max(T a, T b) {
return a > b ? a : b;
}
template <typename T>
inline T sign(T x) {
return static_cast<T>(x < 0 ? -1 : 1);
}
template <typename T>
inline T abs(T x) {
return std::abs(x);
}
inline double deg2rad(double p_y) {
return p_y * Math_PI / 180.0;
}
inline float deg2rad(float p_y) {
return p_y * static_cast<float>(Math_PI) / 180.f;
}
inline double rad2deg(double p_y) {
return p_y * 180.0 / Math_PI;
}
inline float rad2deg(float p_y) {
return p_y * 180.f / static_cast<float>(Math_PI);
}
inline double inverse_lerp(double p_from, double p_to, double p_value) {
return (p_value - p_from) / (p_to - p_from);
}
inline float inverse_lerp(float p_from, float p_to, float p_value) {
return (p_value - p_from) / (p_to - p_from);
}
inline double range_lerp(double p_value, double p_istart, double p_istop, double p_ostart, double p_ostop) {
return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value));
}
inline float range_lerp(float p_value, float p_istart, float p_istop, float p_ostart, float p_ostop) {
return Math::lerp(p_ostart, p_ostop, Math::inverse_lerp(p_istart, p_istop, p_value));
}
inline bool is_equal_approx(real_t a, real_t b) {
// Check for exact equality first, required to handle "infinity" values.
if (a == b) {
return true;
}
// Then check for approximate equality.
real_t tolerance = CMP_EPSILON * std::abs(a);
if (tolerance < CMP_EPSILON) {
tolerance = CMP_EPSILON;
}
return std::abs(a - b) < tolerance;
}
inline bool is_equal_approx(real_t a, real_t b, real_t tolerance) {
// Check for exact equality first, required to handle "infinity" values.
if (a == b) {
return true;
}
// Then check for approximate equality.
return std::abs(a - b) < tolerance;
}
inline bool is_zero_approx(real_t s) {
return std::abs(s) < CMP_EPSILON;
}
inline double smoothstep(double p_from, double p_to, double p_weight) {
if (is_equal_approx(static_cast<real_t>(p_from), static_cast<real_t>(p_to))) {
return p_from;
}
double x = clamp((p_weight - p_from) / (p_to - p_from), 0.0, 1.0);
return x * x * (3.0 - 2.0 * x);
}
inline float smoothstep(float p_from, float p_to, float p_weight) {
if (is_equal_approx(p_from, p_to)) {
return p_from;
}
float x = clamp((p_weight - p_from) / (p_to - p_from), 0.0f, 1.0f);
return x * x * (3.0f - 2.0f * x);
}
inline double move_toward(double p_from, double p_to, double p_delta) {
return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
}
inline float move_toward(float p_from, float p_to, float p_delta) {
return std::abs(p_to - p_from) <= p_delta ? p_to : p_from + sign(p_to - p_from) * p_delta;
}
inline double linear2db(double p_linear) {
return log(p_linear) * 8.6858896380650365530225783783321;
}
inline float linear2db(float p_linear) {
return log(p_linear) * 8.6858896380650365530225783783321f;
}
inline double db2linear(double p_db) {
return exp(p_db * 0.11512925464970228420089957273422);
}
inline float db2linear(float p_db) {
return exp(p_db * 0.11512925464970228420089957273422f);
}
inline double round(double p_val) {
return (p_val >= 0) ? floor(p_val + 0.5) : -floor(-p_val + 0.5);
}
inline float round(float p_val) {
return (p_val >= 0) ? floor(p_val + 0.5f) : -floor(-p_val + 0.5f);
}
inline int64_t wrapi(int64_t value, int64_t min, int64_t max) {
int64_t range = max - min;
return range == 0 ? min : min + ((((value - min) % range) + range) % range);
}
inline float wrapf(real_t value, real_t min, real_t max) {
const real_t range = max - min;
return is_zero_approx(range) ? min : value - (range * floor((value - min) / range));
}
inline float stepify(float p_value, float p_step) {
if (p_step != 0) {
p_value = floor(p_value / p_step + 0.5f) * p_step;
}
return p_value;
}
inline double stepify(double p_value, double p_step) {
if (p_step != 0) {
p_value = floor(p_value / p_step + 0.5) * p_step;
}
return p_value;
}
inline unsigned int next_power_of_2(unsigned int x) {
if (x == 0)
return 0;
--x;
x |= x >> 1;
x |= x >> 2;
x |= x >> 4;
x |= x >> 8;
x |= x >> 16;
return ++x;
}
// This function should be as fast as possible and rounding mode should not matter.
inline int fast_ftoi(float a) {
static int b;
#if (defined(_WIN32_WINNT) && _WIN32_WINNT >= 0x0603) || WINAPI_FAMILY == WINAPI_FAMILY_PHONE_APP // windows 8 phone?
b = (int)((a > 0.0) ? (a + 0.5) : (a - 0.5));
#elif defined(_MSC_VER) && _MSC_VER < 1800
__asm fld a __asm fistp b
/*#elif defined( __GNUC__ ) && ( defined( __i386__ ) || defined( __x86_64__ ) )
// use AT&T inline assembly style, document that
// we use memory as output (=m) and input (m)
__asm__ __volatile__ (
"flds %1 \n\t"
"fistpl %0 \n\t"
: "=m" (b)
: "m" (a));*/
#else
b = lrintf(a); //assuming everything but msvc 2012 or earlier has lrint
#endif
return b;
}
inline double snapped(double p_value, double p_step) {
if (p_step != 0) {
p_value = Math::floor(p_value / p_step + 0.5) * p_step;
}
return p_value;
}
} // namespace Math
} // namespace godot
#endif // GODOT_MATH_H

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@ -0,0 +1,430 @@
#ifndef GODOT_AABB_HPP
#define GODOT_AABB_HPP
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/vector3.hpp>
/**
* AABB / AABB (Axis Aligned Bounding Box)
* This is implemented by a point (position) and the box size
*/
namespace godot {
class AABB {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
Vector3 position;
Vector3 size;
real_t get_area() const; /// get area
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0 || size.z <= 0);
}
inline bool has_no_surface() const {
return (size.x <= 0 && size.y <= 0 && size.z <= 0);
}
const Vector3 &get_position() const { return position; }
void set_position(const Vector3 &p_pos) { position = p_pos; }
const Vector3 &get_size() const { return size; }
void set_size(const Vector3 &p_size) { size = p_size; }
bool operator==(const AABB &p_rval) const;
bool operator!=(const AABB &p_rval) const;
bool is_equal_approx(const AABB &p_aabb) const;
inline bool intersects(const AABB &p_aabb) const; /// Both AABBs overlap
inline bool intersects_inclusive(const AABB &p_aabb) const; /// Both AABBs (or their faces) overlap
inline bool encloses(const AABB &p_aabb) const; /// p_aabb is completely inside this
AABB merge(const AABB &p_with) const;
void merge_with(const AABB &p_aabb); ///merge with another AABB
AABB intersection(const AABB &p_aabb) const; ///get box where two intersect, empty if no intersection occurs
bool intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip = nullptr, Vector3 *r_normal = nullptr) const;
inline bool smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const;
inline bool intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const;
inline bool inside_convex_shape(const Plane *p_planes, int p_plane_count) const;
bool intersects_plane(const Plane &p_plane) const;
inline bool has_point(const Vector3 &p_point) const;
inline Vector3 get_support(const Vector3 &p_normal) const;
Vector3 get_longest_axis() const;
int get_longest_axis_index() const;
inline real_t get_longest_axis_size() const;
Vector3 get_shortest_axis() const;
int get_shortest_axis_index() const;
inline real_t get_shortest_axis_size() const;
AABB grow(real_t p_by) const;
inline void grow_by(real_t p_amount);
void get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const;
inline Vector3 get_endpoint(int p_point) const;
AABB expand(const Vector3 &p_vector) const;
inline void project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const;
inline void expand_to(const Vector3 &p_vector); /** expand to contain a point if necessary */
inline AABB abs() const {
return AABB(Vector3(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0), position.z + Math::min(size.z, (real_t)0)), size.abs());
}
inline void quantize(real_t p_unit);
inline AABB quantized(real_t p_unit) const;
inline void set_end(const Vector3 &p_end) {
size = p_end - position;
}
inline Vector3 get_end() const {
return position + size;
}
operator String() const;
inline AABB() {}
inline AABB(const Vector3 &p_pos, const Vector3 &p_size) :
position(p_pos),
size(p_size) {
}
};
inline bool AABB::intersects(const AABB &p_aabb) const {
if (position.x >= (p_aabb.position.x + p_aabb.size.x)) {
return false;
}
if ((position.x + size.x) <= p_aabb.position.x) {
return false;
}
if (position.y >= (p_aabb.position.y + p_aabb.size.y)) {
return false;
}
if ((position.y + size.y) <= p_aabb.position.y) {
return false;
}
if (position.z >= (p_aabb.position.z + p_aabb.size.z)) {
return false;
}
if ((position.z + size.z) <= p_aabb.position.z) {
return false;
}
return true;
}
inline bool AABB::intersects_inclusive(const AABB &p_aabb) const {
if (position.x > (p_aabb.position.x + p_aabb.size.x)) {
return false;
}
if ((position.x + size.x) < p_aabb.position.x) {
return false;
}
if (position.y > (p_aabb.position.y + p_aabb.size.y)) {
return false;
}
if ((position.y + size.y) < p_aabb.position.y) {
return false;
}
if (position.z > (p_aabb.position.z + p_aabb.size.z)) {
return false;
}
if ((position.z + size.z) < p_aabb.position.z) {
return false;
}
return true;
}
inline bool AABB::encloses(const AABB &p_aabb) const {
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
return (
(src_min.x <= dst_min.x) &&
(src_max.x > dst_max.x) &&
(src_min.y <= dst_min.y) &&
(src_max.y > dst_max.y) &&
(src_min.z <= dst_min.z) &&
(src_max.z > dst_max.z));
}
Vector3 AABB::get_support(const Vector3 &p_normal) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
return Vector3(
(p_normal.x > 0) ? half_extents.x : -half_extents.x,
(p_normal.y > 0) ? half_extents.y : -half_extents.y,
(p_normal.z > 0) ? half_extents.z : -half_extents.z) +
ofs;
}
Vector3 AABB::get_endpoint(int p_point) const {
switch (p_point) {
case 0:
return Vector3(position.x, position.y, position.z);
case 1:
return Vector3(position.x, position.y, position.z + size.z);
case 2:
return Vector3(position.x, position.y + size.y, position.z);
case 3:
return Vector3(position.x, position.y + size.y, position.z + size.z);
case 4:
return Vector3(position.x + size.x, position.y, position.z);
case 5:
return Vector3(position.x + size.x, position.y, position.z + size.z);
case 6:
return Vector3(position.x + size.x, position.y + size.y, position.z);
case 7:
return Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
}
ERR_FAIL_V(Vector3());
}
bool AABB::intersects_convex_shape(const Plane *p_planes, int p_plane_count, const Vector3 *p_points, int p_point_count) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x > 0) ? -half_extents.x : half_extents.x,
(p.normal.y > 0) ? -half_extents.y : half_extents.y,
(p.normal.z > 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point)) {
return false;
}
}
// Make sure all points in the shape aren't fully separated from the AABB on
// each axis.
int bad_point_counts_positive[3] = { 0 };
int bad_point_counts_negative[3] = { 0 };
for (int k = 0; k < 3; k++) {
for (int i = 0; i < p_point_count; i++) {
if (p_points[i].coord[k] > ofs.coord[k] + half_extents.coord[k]) {
bad_point_counts_positive[k]++;
}
if (p_points[i].coord[k] < ofs.coord[k] - half_extents.coord[k]) {
bad_point_counts_negative[k]++;
}
}
if (bad_point_counts_negative[k] == p_point_count) {
return false;
}
if (bad_point_counts_positive[k] == p_point_count) {
return false;
}
}
return true;
}
bool AABB::inside_convex_shape(const Plane *p_planes, int p_plane_count) const {
Vector3 half_extents = size * 0.5;
Vector3 ofs = position + half_extents;
for (int i = 0; i < p_plane_count; i++) {
const Plane &p = p_planes[i];
Vector3 point(
(p.normal.x < 0) ? -half_extents.x : half_extents.x,
(p.normal.y < 0) ? -half_extents.y : half_extents.y,
(p.normal.z < 0) ? -half_extents.z : half_extents.z);
point += ofs;
if (p.is_point_over(point)) {
return false;
}
}
return true;
}
bool AABB::has_point(const Vector3 &p_point) const {
if (p_point.x < position.x) {
return false;
}
if (p_point.y < position.y) {
return false;
}
if (p_point.z < position.z) {
return false;
}
if (p_point.x > position.x + size.x) {
return false;
}
if (p_point.y > position.y + size.y) {
return false;
}
if (p_point.z > position.z + size.z) {
return false;
}
return true;
}
inline void AABB::expand_to(const Vector3 &p_vector) {
Vector3 begin = position;
Vector3 end = position + size;
if (p_vector.x < begin.x) {
begin.x = p_vector.x;
}
if (p_vector.y < begin.y) {
begin.y = p_vector.y;
}
if (p_vector.z < begin.z) {
begin.z = p_vector.z;
}
if (p_vector.x > end.x) {
end.x = p_vector.x;
}
if (p_vector.y > end.y) {
end.y = p_vector.y;
}
if (p_vector.z > end.z) {
end.z = p_vector.z;
}
position = begin;
size = end - begin;
}
void AABB::project_range_in_plane(const Plane &p_plane, real_t &r_min, real_t &r_max) const {
Vector3 half_extents(size.x * 0.5, size.y * 0.5, size.z * 0.5);
Vector3 center(position.x + half_extents.x, position.y + half_extents.y, position.z + half_extents.z);
real_t length = p_plane.normal.abs().dot(half_extents);
real_t distance = p_plane.distance_to(center);
r_min = distance - length;
r_max = distance + length;
}
inline real_t AABB::get_longest_axis_size() const {
real_t max_size = size.x;
if (size.y > max_size) {
max_size = size.y;
}
if (size.z > max_size) {
max_size = size.z;
}
return max_size;
}
inline real_t AABB::get_shortest_axis_size() const {
real_t max_size = size.x;
if (size.y < max_size) {
max_size = size.y;
}
if (size.z < max_size) {
max_size = size.z;
}
return max_size;
}
bool AABB::smits_intersect_ray(const Vector3 &p_from, const Vector3 &p_dir, real_t t0, real_t t1) const {
real_t divx = 1.0 / p_dir.x;
real_t divy = 1.0 / p_dir.y;
real_t divz = 1.0 / p_dir.z;
Vector3 upbound = position + size;
real_t tmin, tmax, tymin, tymax, tzmin, tzmax;
if (p_dir.x >= 0) {
tmin = (position.x - p_from.x) * divx;
tmax = (upbound.x - p_from.x) * divx;
} else {
tmin = (upbound.x - p_from.x) * divx;
tmax = (position.x - p_from.x) * divx;
}
if (p_dir.y >= 0) {
tymin = (position.y - p_from.y) * divy;
tymax = (upbound.y - p_from.y) * divy;
} else {
tymin = (upbound.y - p_from.y) * divy;
tymax = (position.y - p_from.y) * divy;
}
if ((tmin > tymax) || (tymin > tmax)) {
return false;
}
if (tymin > tmin) {
tmin = tymin;
}
if (tymax < tmax) {
tmax = tymax;
}
if (p_dir.z >= 0) {
tzmin = (position.z - p_from.z) * divz;
tzmax = (upbound.z - p_from.z) * divz;
} else {
tzmin = (upbound.z - p_from.z) * divz;
tzmax = (position.z - p_from.z) * divz;
}
if ((tmin > tzmax) || (tzmin > tmax)) {
return false;
}
if (tzmin > tmin) {
tmin = tzmin;
}
if (tzmax < tmax) {
tmax = tzmax;
}
return ((tmin < t1) && (tmax > t0));
}
void AABB::grow_by(real_t p_amount) {
position.x -= p_amount;
position.y -= p_amount;
position.z -= p_amount;
size.x += 2.0 * p_amount;
size.y += 2.0 * p_amount;
size.z += 2.0 * p_amount;
}
void AABB::quantize(real_t p_unit) {
size += position;
position.x -= Math::fposmodp(position.x, p_unit);
position.y -= Math::fposmodp(position.y, p_unit);
position.z -= Math::fposmodp(position.z, p_unit);
size.x -= Math::fposmodp(size.x, p_unit);
size.y -= Math::fposmodp(size.y, p_unit);
size.z -= Math::fposmodp(size.z, p_unit);
size.x += p_unit;
size.y += p_unit;
size.z += p_unit;
size -= position;
}
AABB AABB::quantized(real_t p_unit) const {
AABB ret = *this;
ret.quantize(p_unit);
return ret;
}
} // namespace godot
#endif // GODOT_AABB_HPP

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#ifndef GODOT_BASIS_HPP
#define GODOT_BASIS_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/quaternion.hpp>
#include <godot_cpp/variant/vector3.hpp>
namespace godot {
class Basis {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
Vector3 elements[3] = {
Vector3(1, 0, 0),
Vector3(0, 1, 0),
Vector3(0, 0, 1)
};
inline const Vector3 &operator[](int axis) const {
return elements[axis];
}
inline Vector3 &operator[](int axis) {
return elements[axis];
}
void invert();
void transpose();
Basis inverse() const;
Basis transposed() const;
inline real_t determinant() const;
void from_z(const Vector3 &p_z);
inline Vector3 get_axis(int p_axis) const {
// get actual basis axis (elements is transposed for performance)
return Vector3(elements[0][p_axis], elements[1][p_axis], elements[2][p_axis]);
}
inline void set_axis(int p_axis, const Vector3 &p_value) {
// get actual basis axis (elements is transposed for performance)
elements[0][p_axis] = p_value.x;
elements[1][p_axis] = p_value.y;
elements[2][p_axis] = p_value.z;
}
void rotate(const Vector3 &p_axis, real_t p_phi);
Basis rotated(const Vector3 &p_axis, real_t p_phi) const;
void rotate_local(const Vector3 &p_axis, real_t p_phi);
Basis rotated_local(const Vector3 &p_axis, real_t p_phi) const;
void rotate(const Vector3 &p_euler);
Basis rotated(const Vector3 &p_euler) const;
void rotate(const Quaternion &p_quat);
Basis rotated(const Quaternion &p_quat) const;
Vector3 get_rotation_euler() const;
void get_rotation_axis_angle(Vector3 &p_axis, real_t &p_angle) const;
void get_rotation_axis_angle_local(Vector3 &p_axis, real_t &p_angle) const;
Quaternion get_rotation_quat() const;
Vector3 get_rotation() const { return get_rotation_euler(); };
Vector3 rotref_posscale_decomposition(Basis &rotref) const;
Vector3 get_euler_xyz() const;
void set_euler_xyz(const Vector3 &p_euler);
Vector3 get_euler_xzy() const;
void set_euler_xzy(const Vector3 &p_euler);
Vector3 get_euler_yzx() const;
void set_euler_yzx(const Vector3 &p_euler);
Vector3 get_euler_yxz() const;
void set_euler_yxz(const Vector3 &p_euler);
Vector3 get_euler_zxy() const;
void set_euler_zxy(const Vector3 &p_euler);
Vector3 get_euler_zyx() const;
void set_euler_zyx(const Vector3 &p_euler);
Quaternion get_quat() const;
void set_quat(const Quaternion &p_quat);
Vector3 get_euler() const { return get_euler_yxz(); }
void set_euler(const Vector3 &p_euler) { set_euler_yxz(p_euler); }
void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const;
void set_axis_angle(const Vector3 &p_axis, real_t p_phi);
void scale(const Vector3 &p_scale);
Basis scaled(const Vector3 &p_scale) const;
void scale_local(const Vector3 &p_scale);
Basis scaled_local(const Vector3 &p_scale) const;
void make_scale_uniform();
float get_uniform_scale() const;
Vector3 get_scale() const;
Vector3 get_scale_abs() const;
Vector3 get_scale_local() const;
void set_axis_angle_scale(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale);
void set_euler_scale(const Vector3 &p_euler, const Vector3 &p_scale);
void set_quat_scale(const Quaternion &p_quat, const Vector3 &p_scale);
// transposed dot products
inline real_t tdotx(const Vector3 &v) const {
return elements[0][0] * v[0] + elements[1][0] * v[1] + elements[2][0] * v[2];
}
inline real_t tdoty(const Vector3 &v) const {
return elements[0][1] * v[0] + elements[1][1] * v[1] + elements[2][1] * v[2];
}
inline real_t tdotz(const Vector3 &v) const {
return elements[0][2] * v[0] + elements[1][2] * v[1] + elements[2][2] * v[2];
}
bool is_equal_approx(const Basis &p_basis) const;
bool operator==(const Basis &p_matrix) const;
bool operator!=(const Basis &p_matrix) const;
inline Vector3 xform(const Vector3 &p_vector) const;
inline Vector3 xform_inv(const Vector3 &p_vector) const;
inline void operator*=(const Basis &p_matrix);
inline Basis operator*(const Basis &p_matrix) const;
inline void operator+=(const Basis &p_matrix);
inline Basis operator+(const Basis &p_matrix) const;
inline void operator-=(const Basis &p_matrix);
inline Basis operator-(const Basis &p_matrix) const;
inline void operator*=(real_t p_val);
inline Basis operator*(real_t p_val) const;
int get_orthogonal_index() const;
void set_orthogonal_index(int p_index);
void set_diagonal(const Vector3 &p_diag);
bool is_orthogonal() const;
bool is_diagonal() const;
bool is_rotation() const;
Basis slerp(const Basis &p_to, const real_t &p_weight) const;
void rotate_sh(real_t *p_values);
operator String() const;
/* create / set */
inline void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
elements[0][0] = xx;
elements[0][1] = xy;
elements[0][2] = xz;
elements[1][0] = yx;
elements[1][1] = yy;
elements[1][2] = yz;
elements[2][0] = zx;
elements[2][1] = zy;
elements[2][2] = zz;
}
inline void set(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z) {
set_axis(0, p_x);
set_axis(1, p_y);
set_axis(2, p_z);
}
inline Vector3 get_column(int i) const {
return Vector3(elements[0][i], elements[1][i], elements[2][i]);
}
inline Vector3 get_row(int i) const {
return Vector3(elements[i][0], elements[i][1], elements[i][2]);
}
inline Vector3 get_main_diagonal() const {
return Vector3(elements[0][0], elements[1][1], elements[2][2]);
}
inline void set_row(int i, const Vector3 &p_row) {
elements[i][0] = p_row.x;
elements[i][1] = p_row.y;
elements[i][2] = p_row.z;
}
inline void set_zero() {
elements[0].zero();
elements[1].zero();
elements[2].zero();
}
inline Basis transpose_xform(const Basis &m) const {
return Basis(
elements[0].x * m[0].x + elements[1].x * m[1].x + elements[2].x * m[2].x,
elements[0].x * m[0].y + elements[1].x * m[1].y + elements[2].x * m[2].y,
elements[0].x * m[0].z + elements[1].x * m[1].z + elements[2].x * m[2].z,
elements[0].y * m[0].x + elements[1].y * m[1].x + elements[2].y * m[2].x,
elements[0].y * m[0].y + elements[1].y * m[1].y + elements[2].y * m[2].y,
elements[0].y * m[0].z + elements[1].y * m[1].z + elements[2].y * m[2].z,
elements[0].z * m[0].x + elements[1].z * m[1].x + elements[2].z * m[2].x,
elements[0].z * m[0].y + elements[1].z * m[1].y + elements[2].z * m[2].y,
elements[0].z * m[0].z + elements[1].z * m[1].z + elements[2].z * m[2].z);
}
Basis(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz) {
set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
}
void orthonormalize();
Basis orthonormalized() const;
#ifdef MATH_CHECKS
bool is_symmetric() const;
#endif
Basis diagonalize();
operator Quaternion() const { return get_quat(); }
Basis(const Quaternion &p_quat) { set_quat(p_quat); };
Basis(const Quaternion &p_quat, const Vector3 &p_scale) { set_quat_scale(p_quat, p_scale); }
Basis(const Vector3 &p_euler) { set_euler(p_euler); }
Basis(const Vector3 &p_euler, const Vector3 &p_scale) { set_euler_scale(p_euler, p_scale); }
Basis(const Vector3 &p_axis, real_t p_phi) { set_axis_angle(p_axis, p_phi); }
Basis(const Vector3 &p_axis, real_t p_phi, const Vector3 &p_scale) { set_axis_angle_scale(p_axis, p_phi, p_scale); }
inline Basis(const Vector3 &row0, const Vector3 &row1, const Vector3 &row2) {
elements[0] = row0;
elements[1] = row1;
elements[2] = row2;
}
inline Basis() {}
};
inline void Basis::operator*=(const Basis &p_matrix) {
set(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
}
inline Basis Basis::operator*(const Basis &p_matrix) const {
return Basis(
p_matrix.tdotx(elements[0]), p_matrix.tdoty(elements[0]), p_matrix.tdotz(elements[0]),
p_matrix.tdotx(elements[1]), p_matrix.tdoty(elements[1]), p_matrix.tdotz(elements[1]),
p_matrix.tdotx(elements[2]), p_matrix.tdoty(elements[2]), p_matrix.tdotz(elements[2]));
}
inline void Basis::operator+=(const Basis &p_matrix) {
elements[0] += p_matrix.elements[0];
elements[1] += p_matrix.elements[1];
elements[2] += p_matrix.elements[2];
}
inline Basis Basis::operator+(const Basis &p_matrix) const {
Basis ret(*this);
ret += p_matrix;
return ret;
}
inline void Basis::operator-=(const Basis &p_matrix) {
elements[0] -= p_matrix.elements[0];
elements[1] -= p_matrix.elements[1];
elements[2] -= p_matrix.elements[2];
}
inline Basis Basis::operator-(const Basis &p_matrix) const {
Basis ret(*this);
ret -= p_matrix;
return ret;
}
inline void Basis::operator*=(real_t p_val) {
elements[0] *= p_val;
elements[1] *= p_val;
elements[2] *= p_val;
}
inline Basis Basis::operator*(real_t p_val) const {
Basis ret(*this);
ret *= p_val;
return ret;
}
Vector3 Basis::xform(const Vector3 &p_vector) const {
return Vector3(
elements[0].dot(p_vector),
elements[1].dot(p_vector),
elements[2].dot(p_vector));
}
Vector3 Basis::xform_inv(const Vector3 &p_vector) const {
return Vector3(
(elements[0][0] * p_vector.x) + (elements[1][0] * p_vector.y) + (elements[2][0] * p_vector.z),
(elements[0][1] * p_vector.x) + (elements[1][1] * p_vector.y) + (elements[2][1] * p_vector.z),
(elements[0][2] * p_vector.x) + (elements[1][2] * p_vector.y) + (elements[2][2] * p_vector.z));
}
real_t Basis::determinant() const {
return elements[0][0] * (elements[1][1] * elements[2][2] - elements[2][1] * elements[1][2]) -
elements[1][0] * (elements[0][1] * elements[2][2] - elements[2][1] * elements[0][2]) +
elements[2][0] * (elements[0][1] * elements[1][2] - elements[1][1] * elements[0][2]);
}
} // namespace godot
#endif // GODOT_BASIS_HPP

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#ifndef GODOT_COLOR_HPP
#define GODOT_COLOR_HPP
#include <godot_cpp/core/math.hpp>
namespace godot {
class String;
class Color {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
union {
struct {
float r;
float g;
float b;
float a;
};
float components[4] = { 0, 0, 0, 1.0 };
};
uint32_t to_rgba32() const;
uint32_t to_argb32() const;
uint32_t to_abgr32() const;
uint64_t to_rgba64() const;
uint64_t to_argb64() const;
uint64_t to_abgr64() const;
float get_h() const;
float get_s() const;
float get_v() const;
void set_hsv(float p_h, float p_s, float p_v, float p_alpha = 1.0);
inline float &operator[](int p_idx) {
return components[p_idx];
}
inline const float &operator[](int p_idx) const {
return components[p_idx];
}
bool operator==(const Color &p_color) const {
return (r == p_color.r && g == p_color.g && b == p_color.b && a == p_color.a);
}
bool operator!=(const Color &p_color) const {
return (r != p_color.r || g != p_color.g || b != p_color.b || a != p_color.a);
}
Color operator+(const Color &p_color) const;
void operator+=(const Color &p_color);
Color operator-() const;
Color operator-(const Color &p_color) const;
void operator-=(const Color &p_color);
Color operator*(const Color &p_color) const;
Color operator*(float p_scalar) const;
void operator*=(const Color &p_color);
void operator*=(float p_scalar);
Color operator/(const Color &p_color) const;
Color operator/(float p_scalar) const;
void operator/=(const Color &p_color);
void operator/=(float p_scalar);
bool is_equal_approx(const Color &p_color) const;
void invert();
Color inverted() const;
inline Color lerp(const Color &p_to, float p_weight) const {
Color res = *this;
res.r += (p_weight * (p_to.r - r));
res.g += (p_weight * (p_to.g - g));
res.b += (p_weight * (p_to.b - b));
res.a += (p_weight * (p_to.a - a));
return res;
}
inline Color darkened(float p_amount) const {
Color res = *this;
res.r = res.r * (1.0f - p_amount);
res.g = res.g * (1.0f - p_amount);
res.b = res.b * (1.0f - p_amount);
return res;
}
inline Color lightened(float p_amount) const {
Color res = *this;
res.r = res.r + (1.0f - res.r) * p_amount;
res.g = res.g + (1.0f - res.g) * p_amount;
res.b = res.b + (1.0f - res.b) * p_amount;
return res;
}
inline uint32_t to_rgbe9995() const {
const float pow2to9 = 512.0f;
const float B = 15.0f;
const float N = 9.0f;
float sharedexp = 65408.000f; // Result of: ((pow2to9 - 1.0f) / pow2to9) * powf(2.0f, 31.0f - 15.0f)
float cRed = Math::max(0.0f, Math::min(sharedexp, r));
float cGreen = Math::max(0.0f, Math::min(sharedexp, g));
float cBlue = Math::max(0.0f, Math::min(sharedexp, b));
float cMax = Math::max(cRed, Math::max(cGreen, cBlue));
float expp = Math::max(-B - 1.0f, Math::floor(Math::log(cMax) / (float)Math_LN2)) + 1.0f + B;
float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
float exps = expp + 1.0f;
if (0.0 <= sMax && sMax < pow2to9) {
exps = expp;
}
float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
return (uint32_t(Math::fast_ftoi(sRed)) & 0x1FF) | ((uint32_t(Math::fast_ftoi(sGreen)) & 0x1FF) << 9) | ((uint32_t(Math::fast_ftoi(sBlue)) & 0x1FF) << 18) | ((uint32_t(Math::fast_ftoi(exps)) & 0x1F) << 27);
}
inline Color blend(const Color &p_over) const {
Color res;
float sa = 1.0 - p_over.a;
res.a = a * sa + p_over.a;
if (res.a == 0) {
return Color(0, 0, 0, 0);
} else {
res.r = (r * a * sa + p_over.r * p_over.a) / res.a;
res.g = (g * a * sa + p_over.g * p_over.a) / res.a;
res.b = (b * a * sa + p_over.b * p_over.a) / res.a;
}
return res;
}
inline Color to_linear() const {
return Color(
r < 0.04045 ? r * (1.0 / 12.92) : Math::pow((r + 0.055) * (1.0 / (1 + 0.055)), 2.4),
g < 0.04045 ? g * (1.0 / 12.92) : Math::pow((g + 0.055) * (1.0 / (1 + 0.055)), 2.4),
b < 0.04045 ? b * (1.0 / 12.92) : Math::pow((b + 0.055) * (1.0 / (1 + 0.055)), 2.4),
a);
}
inline Color to_srgb() const {
return Color(
r < 0.0031308 ? 12.92 * r : (1.0 + 0.055) * Math::pow(r, 1.0f / 2.4f) - 0.055,
g < 0.0031308 ? 12.92 * g : (1.0 + 0.055) * Math::pow(g, 1.0f / 2.4f) - 0.055,
b < 0.0031308 ? 12.92 * b : (1.0 + 0.055) * Math::pow(b, 1.0f / 2.4f) - 0.055, a);
}
static Color hex(uint32_t p_hex);
static Color hex64(uint64_t p_hex);
static Color html(const String &p_rgba);
static bool html_is_valid(const String &p_color);
static Color named(const String &p_name);
static Color named(const String &p_name, const Color &p_default);
static int find_named_color(const String &p_name);
static int get_named_color_count();
static String get_named_color_name(int p_idx);
static Color get_named_color(int p_idx);
static Color from_string(const String &p_string, const Color &p_default);
String to_html(bool p_alpha = true) const;
static Color from_hsv(float p_h, float p_s, float p_v, float p_a);
static Color from_rgbe9995(uint32_t p_rgbe);
inline bool operator<(const Color &p_color) const; //used in set keys
operator String() const;
// For the binder.
inline void set_r8(int32_t r8) { r = (Math::clamp(r8, 0, 255) / 255.0); }
inline int32_t get_r8() const { return int32_t(Math::clamp(r * 255.0, 0.0, 255.0)); }
inline void set_g8(int32_t g8) { g = (Math::clamp(g8, 0, 255) / 255.0); }
inline int32_t get_g8() const { return int32_t(Math::clamp(g * 255.0, 0.0, 255.0)); }
inline void set_b8(int32_t b8) { b = (Math::clamp(b8, 0, 255) / 255.0); }
inline int32_t get_b8() const { return int32_t(Math::clamp(b * 255.0, 0.0, 255.0)); }
inline void set_a8(int32_t a8) { a = (Math::clamp(a8, 0, 255) / 255.0); }
inline int32_t get_a8() const { return int32_t(Math::clamp(a * 255.0, 0.0, 255.0)); }
inline void set_h(float p_h) { set_hsv(p_h, get_s(), get_v()); }
inline void set_s(float p_s) { set_hsv(get_h(), p_s, get_v()); }
inline void set_v(float p_v) { set_hsv(get_h(), get_s(), p_v); }
inline Color() {}
/**
* RGBA construct parameters.
* Alpha is not optional as otherwise we can't bind the RGB version for scripting.
*/
inline Color(float p_r, float p_g, float p_b, float p_a) {
r = p_r;
g = p_g;
b = p_b;
a = p_a;
}
/**
* RGB construct parameters.
*/
inline Color(float p_r, float p_g, float p_b) {
r = p_r;
g = p_g;
b = p_b;
a = 1.0;
}
/**
* Construct a Color from another Color, but with the specified alpha value.
*/
inline Color(const Color &p_c, float p_a) {
r = p_c.r;
g = p_c.g;
b = p_c.b;
a = p_a;
}
Color(const String &p_code) {
if (html_is_valid(p_code)) {
*this = html(p_code);
} else {
*this = named(p_code);
}
}
Color(const String &p_code, float p_a) {
*this = Color(p_code);
a = p_a;
}
};
bool Color::operator<(const Color &p_color) const {
if (r == p_color.r) {
if (g == p_color.g) {
if (b == p_color.b) {
return (a < p_color.a);
} else {
return (b < p_color.b);
}
} else {
return g < p_color.g;
}
} else {
return r < p_color.r;
}
}
inline Color operator*(float p_scalar, const Color &p_color) {
return p_color * p_scalar;
}
} // namespace godot
#endif // GODOT_COLOR_HPP

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namespace godot {
struct NamedColor {
const char *name;
Color color;
};
static NamedColor named_colors[] = {
{ "aliceblue", Color(0.94, 0.97, 1.00) },
{ "antiquewhite", Color(0.98, 0.92, 0.84) },
{ "aqua", Color(0.00, 1.00, 1.00) },
{ "aquamarine", Color(0.50, 1.00, 0.83) },
{ "azure", Color(0.94, 1.00, 1.00) },
{ "beige", Color(0.96, 0.96, 0.86) },
{ "bisque", Color(1.00, 0.89, 0.77) },
{ "black", Color(0.00, 0.00, 0.00) },
{ "blanchedalmond", Color(1.00, 0.92, 0.80) },
{ "blue", Color(0.00, 0.00, 1.00) },
{ "blueviolet", Color(0.54, 0.17, 0.89) },
{ "brown", Color(0.65, 0.16, 0.16) },
{ "burlywood", Color(0.87, 0.72, 0.53) },
{ "cadetblue", Color(0.37, 0.62, 0.63) },
{ "chartreuse", Color(0.50, 1.00, 0.00) },
{ "chocolate", Color(0.82, 0.41, 0.12) },
{ "coral", Color(1.00, 0.50, 0.31) },
{ "cornflower", Color(0.39, 0.58, 0.93) },
{ "cornsilk", Color(1.00, 0.97, 0.86) },
{ "crimson", Color(0.86, 0.08, 0.24) },
{ "cyan", Color(0.00, 1.00, 1.00) },
{ "darkblue", Color(0.00, 0.00, 0.55) },
{ "darkcyan", Color(0.00, 0.55, 0.55) },
{ "darkgoldenrod", Color(0.72, 0.53, 0.04) },
{ "darkgray", Color(0.66, 0.66, 0.66) },
{ "darkgreen", Color(0.00, 0.39, 0.00) },
{ "darkkhaki", Color(0.74, 0.72, 0.42) },
{ "darkmagenta", Color(0.55, 0.00, 0.55) },
{ "darkolivegreen", Color(0.33, 0.42, 0.18) },
{ "darkorange", Color(1.00, 0.55, 0.00) },
{ "darkorchid", Color(0.60, 0.20, 0.80) },
{ "darkred", Color(0.55, 0.00, 0.00) },
{ "darksalmon", Color(0.91, 0.59, 0.48) },
{ "darkseagreen", Color(0.56, 0.74, 0.56) },
{ "darkslateblue", Color(0.28, 0.24, 0.55) },
{ "darkslategray", Color(0.18, 0.31, 0.31) },
{ "darkturquoise", Color(0.00, 0.81, 0.82) },
{ "darkviolet", Color(0.58, 0.00, 0.83) },
{ "deeppink", Color(1.00, 0.08, 0.58) },
{ "deepskyblue", Color(0.00, 0.75, 1.00) },
{ "dimgray", Color(0.41, 0.41, 0.41) },
{ "dodgerblue", Color(0.12, 0.56, 1.00) },
{ "firebrick", Color(0.70, 0.13, 0.13) },
{ "floralwhite", Color(1.00, 0.98, 0.94) },
{ "forestgreen", Color(0.13, 0.55, 0.13) },
{ "fuchsia", Color(1.00, 0.00, 1.00) },
{ "gainsboro", Color(0.86, 0.86, 0.86) },
{ "ghostwhite", Color(0.97, 0.97, 1.00) },
{ "gold", Color(1.00, 0.84, 0.00) },
{ "goldenrod", Color(0.85, 0.65, 0.13) },
{ "gray", Color(0.75, 0.75, 0.75) },
{ "green", Color(0.00, 1.00, 0.00) },
{ "greenyellow", Color(0.68, 1.00, 0.18) },
{ "honeydew", Color(0.94, 1.00, 0.94) },
{ "hotpink", Color(1.00, 0.41, 0.71) },
{ "indianred", Color(0.80, 0.36, 0.36) },
{ "indigo", Color(0.29, 0.00, 0.51) },
{ "ivory", Color(1.00, 1.00, 0.94) },
{ "khaki", Color(0.94, 0.90, 0.55) },
{ "lavender", Color(0.90, 0.90, 0.98) },
{ "lavenderblush", Color(1.00, 0.94, 0.96) },
{ "lawngreen", Color(0.49, 0.99, 0.00) },
{ "lemonchiffon", Color(1.00, 0.98, 0.80) },
{ "lightblue", Color(0.68, 0.85, 0.90) },
{ "lightcoral", Color(0.94, 0.50, 0.50) },
{ "lightcyan", Color(0.88, 1.00, 1.00) },
{ "lightgoldenrod", Color(0.98, 0.98, 0.82) },
{ "lightgray", Color(0.83, 0.83, 0.83) },
{ "lightgreen", Color(0.56, 0.93, 0.56) },
{ "lightpink", Color(1.00, 0.71, 0.76) },
{ "lightsalmon", Color(1.00, 0.63, 0.48) },
{ "lightseagreen", Color(0.13, 0.70, 0.67) },
{ "lightskyblue", Color(0.53, 0.81, 0.98) },
{ "lightslategray", Color(0.47, 0.53, 0.60) },
{ "lightsteelblue", Color(0.69, 0.77, 0.87) },
{ "lightyellow", Color(1.00, 1.00, 0.88) },
{ "lime", Color(0.00, 1.00, 0.00) },
{ "limegreen", Color(0.20, 0.80, 0.20) },
{ "linen", Color(0.98, 0.94, 0.90) },
{ "magenta", Color(1.00, 0.00, 1.00) },
{ "maroon", Color(0.69, 0.19, 0.38) },
{ "mediumaquamarine", Color(0.40, 0.80, 0.67) },
{ "mediumblue", Color(0.00, 0.00, 0.80) },
{ "mediumorchid", Color(0.73, 0.33, 0.83) },
{ "mediumpurple", Color(0.58, 0.44, 0.86) },
{ "mediumseagreen", Color(0.24, 0.70, 0.44) },
{ "mediumslateblue", Color(0.48, 0.41, 0.93) },
{ "mediumspringgreen", Color(0.00, 0.98, 0.60) },
{ "mediumturquoise", Color(0.28, 0.82, 0.80) },
{ "mediumvioletred", Color(0.78, 0.08, 0.52) },
{ "midnightblue", Color(0.10, 0.10, 0.44) },
{ "mintcream", Color(0.96, 1.00, 0.98) },
{ "mistyrose", Color(1.00, 0.89, 0.88) },
{ "moccasin", Color(1.00, 0.89, 0.71) },
{ "navajowhite", Color(1.00, 0.87, 0.68) },
{ "navyblue", Color(0.00, 0.00, 0.50) },
{ "oldlace", Color(0.99, 0.96, 0.90) },
{ "olive", Color(0.50, 0.50, 0.00) },
{ "olivedrab", Color(0.42, 0.56, 0.14) },
{ "orange", Color(1.00, 0.65, 0.00) },
{ "orangered", Color(1.00, 0.27, 0.00) },
{ "orchid", Color(0.85, 0.44, 0.84) },
{ "palegoldenrod", Color(0.93, 0.91, 0.67) },
{ "palegreen", Color(0.60, 0.98, 0.60) },
{ "paleturquoise", Color(0.69, 0.93, 0.93) },
{ "palevioletred", Color(0.86, 0.44, 0.58) },
{ "papayawhip", Color(1.00, 0.94, 0.84) },
{ "peachpuff", Color(1.00, 0.85, 0.73) },
{ "peru", Color(0.80, 0.52, 0.25) },
{ "pink", Color(1.00, 0.75, 0.80) },
{ "plum", Color(0.87, 0.63, 0.87) },
{ "powderblue", Color(0.69, 0.88, 0.90) },
{ "purple", Color(0.63, 0.13, 0.94) },
{ "rebeccapurple", Color(0.40, 0.20, 0.60) },
{ "red", Color(1.00, 0.00, 0.00) },
{ "rosybrown", Color(0.74, 0.56, 0.56) },
{ "royalblue", Color(0.25, 0.41, 0.88) },
{ "saddlebrown", Color(0.55, 0.27, 0.07) },
{ "salmon", Color(0.98, 0.50, 0.45) },
{ "sandybrown", Color(0.96, 0.64, 0.38) },
{ "seagreen", Color(0.18, 0.55, 0.34) },
{ "seashell", Color(1.00, 0.96, 0.93) },
{ "sienna", Color(0.63, 0.32, 0.18) },
{ "silver", Color(0.75, 0.75, 0.75) },
{ "skyblue", Color(0.53, 0.81, 0.92) },
{ "slateblue", Color(0.42, 0.35, 0.80) },
{ "slategray", Color(0.44, 0.50, 0.56) },
{ "snow", Color(1.00, 0.98, 0.98) },
{ "springgreen", Color(0.00, 1.00, 0.50) },
{ "steelblue", Color(0.27, 0.51, 0.71) },
{ "tan", Color(0.82, 0.71, 0.55) },
{ "teal", Color(0.00, 0.50, 0.50) },
{ "thistle", Color(0.85, 0.75, 0.85) },
{ "tomato", Color(1.00, 0.39, 0.28) },
{ "transparent", Color(1.00, 1.00, 1.00, 0.00) },
{ "turquoise", Color(0.25, 0.88, 0.82) },
{ "violet", Color(0.93, 0.51, 0.93) },
{ "webgray", Color(0.50, 0.50, 0.50) },
{ "webgreen", Color(0.00, 0.50, 0.00) },
{ "webmaroon", Color(0.50, 0.00, 0.00) },
{ "webpurple", Color(0.50, 0.00, 0.50) },
{ "wheat", Color(0.96, 0.87, 0.70) },
{ "white", Color(1.00, 1.00, 1.00) },
{ "whitesmoke", Color(0.96, 0.96, 0.96) },
{ "yellow", Color(1.00, 1.00, 0.00) },
{ "yellowgreen", Color(0.60, 0.80, 0.20) },
{ nullptr, Color() },
};
} // namespace godot

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#ifndef GODOT_PLANE_HPP
#define GODOT_PLANE_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/classes/global_constants.hpp>
namespace godot {
class Plane {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
Vector3 normal;
real_t d = 0;
void set_normal(const Vector3 &p_normal);
inline Vector3 get_normal() const { return normal; }; ///Point is coplanar, CMP_EPSILON for precision
void normalize();
Plane normalized() const;
/* Plane-Point operations */
inline Vector3 center() const { return normal * d; }
Vector3 get_any_perpendicular_normal() const;
inline bool is_point_over(const Vector3 &p_point) const; ///< Point is over plane
inline real_t distance_to(const Vector3 &p_point) const;
inline bool has_point(const Vector3 &p_point, real_t _epsilon = CMP_EPSILON) const;
/* intersections */
bool intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result = nullptr) const;
bool intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const;
bool intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const;
inline Vector3 project(const Vector3 &p_point) const {
return p_point - normal * distance_to(p_point);
}
/* misc */
Plane operator-() const { return Plane(-normal, -d); }
bool is_equal_approx(const Plane &p_plane) const;
bool is_equal_approx_any_side(const Plane &p_plane) const;
inline bool operator==(const Plane &p_plane) const;
inline bool operator!=(const Plane &p_plane) const;
operator String() const;
inline Plane() {}
inline Plane(real_t p_a, real_t p_b, real_t p_c, real_t p_d) :
normal(p_a, p_b, p_c),
d(p_d) {}
inline Plane(const Vector3 &p_normal, real_t p_d);
inline Plane(const Vector3 &p_point, const Vector3 &p_normal);
inline Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir = CLOCKWISE);
};
bool Plane::is_point_over(const Vector3 &p_point) const {
return (normal.dot(p_point) > d);
}
real_t Plane::distance_to(const Vector3 &p_point) const {
return (normal.dot(p_point) - d);
}
bool Plane::has_point(const Vector3 &p_point, real_t _epsilon) const {
real_t dist = normal.dot(p_point) - d;
dist = Math::abs(dist);
return (dist <= _epsilon);
}
Plane::Plane(const Vector3 &p_normal, real_t p_d) :
normal(p_normal),
d(p_d) {
}
Plane::Plane(const Vector3 &p_point, const Vector3 &p_normal) :
normal(p_normal),
d(p_normal.dot(p_point)) {
}
Plane::Plane(const Vector3 &p_point1, const Vector3 &p_point2, const Vector3 &p_point3, ClockDirection p_dir) {
if (p_dir == CLOCKWISE) {
normal = (p_point1 - p_point3).cross(p_point1 - p_point2);
} else {
normal = (p_point1 - p_point2).cross(p_point1 - p_point3);
}
normal.normalize();
d = normal.dot(p_point1);
}
bool Plane::operator==(const Plane &p_plane) const {
return normal == p_plane.normal && d == p_plane.d;
}
bool Plane::operator!=(const Plane &p_plane) const {
return normal != p_plane.normal || d != p_plane.d;
}
} // namespace godot
#endif // GODOT_PLANE_HPP

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#ifndef GODOT_QUAT_HPP
#define GODOT_QUAT_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector3.hpp>
namespace godot {
class Quaternion {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
union {
struct {
real_t x;
real_t y;
real_t z;
real_t w;
};
real_t components[4] = { 0, 0, 0, 1.0 };
};
inline real_t &operator[](int idx) {
return components[idx];
}
inline const real_t &operator[](int idx) const {
return components[idx];
}
inline real_t length_squared() const;
bool is_equal_approx(const Quaternion &p_quat) const;
real_t length() const;
void normalize();
Quaternion normalized() const;
bool is_normalized() const;
Quaternion inverse() const;
inline real_t dot(const Quaternion &p_q) const;
Vector3 get_euler_xyz() const;
Vector3 get_euler_yxz() const;
Vector3 get_euler() const { return get_euler_yxz(); };
Quaternion slerp(const Quaternion &p_to, const real_t &p_weight) const;
Quaternion slerpni(const Quaternion &p_to, const real_t &p_weight) const;
Quaternion cubic_slerp(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const;
inline void get_axis_angle(Vector3 &r_axis, real_t &r_angle) const {
r_angle = 2 * Math::acos(w);
real_t r = ((real_t)1) / Math::sqrt(1 - w * w);
r_axis.x = x * r;
r_axis.y = y * r;
r_axis.z = z * r;
}
void operator*=(const Quaternion &p_q);
Quaternion operator*(const Quaternion &p_q) const;
Quaternion operator*(const Vector3 &v) const {
return Quaternion(w * v.x + y * v.z - z * v.y,
w * v.y + z * v.x - x * v.z,
w * v.z + x * v.y - y * v.x,
-x * v.x - y * v.y - z * v.z);
}
inline Vector3 xform(const Vector3 &v) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), v);
#endif
Vector3 u(x, y, z);
Vector3 uv = u.cross(v);
return v + ((uv * w) + u.cross(uv)) * ((real_t)2);
}
inline Vector3 xform_inv(const Vector3 &v) const {
return inverse().xform(v);
}
inline void operator+=(const Quaternion &p_q);
inline void operator-=(const Quaternion &p_q);
inline void operator*=(const real_t &s);
inline void operator/=(const real_t &s);
inline Quaternion operator+(const Quaternion &q2) const;
inline Quaternion operator-(const Quaternion &q2) const;
inline Quaternion operator-() const;
inline Quaternion operator*(const real_t &s) const;
inline Quaternion operator/(const real_t &s) const;
inline bool operator==(const Quaternion &p_quat) const;
inline bool operator!=(const Quaternion &p_quat) const;
operator String() const;
inline Quaternion() {}
inline Quaternion(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) {
}
Quaternion(const Vector3 &p_axis, real_t p_angle);
Quaternion(const Vector3 &p_euler);
Quaternion(const Quaternion &p_q) :
x(p_q.x),
y(p_q.y),
z(p_q.z),
w(p_q.w) {
}
Quaternion &operator=(const Quaternion &p_q) {
x = p_q.x;
y = p_q.y;
z = p_q.z;
w = p_q.w;
return *this;
}
Quaternion(const Vector3 &v0, const Vector3 &v1) // shortest arc
{
Vector3 c = v0.cross(v1);
real_t d = v0.dot(v1);
if (d < -1.0 + CMP_EPSILON) {
x = 0;
y = 1;
z = 0;
w = 0;
} else {
real_t s = Math::sqrt((1.0 + d) * 2.0);
real_t rs = 1.0 / s;
x = c.x * rs;
y = c.y * rs;
z = c.z * rs;
w = s * 0.5;
}
}
};
real_t Quaternion::dot(const Quaternion &p_q) const {
return x * p_q.x + y * p_q.y + z * p_q.z + w * p_q.w;
}
real_t Quaternion::length_squared() const {
return dot(*this);
}
void Quaternion::operator+=(const Quaternion &p_q) {
x += p_q.x;
y += p_q.y;
z += p_q.z;
w += p_q.w;
}
void Quaternion::operator-=(const Quaternion &p_q) {
x -= p_q.x;
y -= p_q.y;
z -= p_q.z;
w -= p_q.w;
}
void Quaternion::operator*=(const real_t &s) {
x *= s;
y *= s;
z *= s;
w *= s;
}
void Quaternion::operator/=(const real_t &s) {
*this *= 1.0 / s;
}
Quaternion Quaternion::operator+(const Quaternion &q2) const {
const Quaternion &q1 = *this;
return Quaternion(q1.x + q2.x, q1.y + q2.y, q1.z + q2.z, q1.w + q2.w);
}
Quaternion Quaternion::operator-(const Quaternion &q2) const {
const Quaternion &q1 = *this;
return Quaternion(q1.x - q2.x, q1.y - q2.y, q1.z - q2.z, q1.w - q2.w);
}
Quaternion Quaternion::operator-() const {
const Quaternion &q2 = *this;
return Quaternion(-q2.x, -q2.y, -q2.z, -q2.w);
}
Quaternion Quaternion::operator*(const real_t &s) const {
return Quaternion(x * s, y * s, z * s, w * s);
}
Quaternion Quaternion::operator/(const real_t &s) const {
return *this * (1.0 / s);
}
bool Quaternion::operator==(const Quaternion &p_quat) const {
return x == p_quat.x && y == p_quat.y && z == p_quat.z && w == p_quat.w;
}
bool Quaternion::operator!=(const Quaternion &p_quat) const {
return x != p_quat.x || y != p_quat.y || z != p_quat.z || w != p_quat.w;
}
inline Quaternion operator*(const real_t &p_real, const Quaternion &p_quat) {
return p_quat * p_real;
}
} // namespace godot
#endif // GODOT_QUAT_HPP

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#ifndef GODOT_RECT2_HPP
#define GODOT_RECT2_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector2.hpp>
#include <godot_cpp/classes/global_constants.hpp>
namespace godot {
struct Transform2D;
class Rect2 {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
Point2 position;
Size2 size;
const Vector2 &get_position() const { return position; }
void set_position(const Vector2 &p_pos) { position = p_pos; }
const Vector2 &get_size() const { return size; }
void set_size(const Vector2 &p_size) { size = p_size; }
real_t get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
if (p_include_borders) {
if (position.x > (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) < p_rect.position.x) {
return false;
}
if (position.y > (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) < p_rect.position.y) {
return false;
}
} else {
if (position.x >= (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) <= p_rect.position.x) {
return false;
}
if (position.y >= (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) <= p_rect.position.y) {
return false;
}
}
return true;
}
inline real_t distance_to(const Vector2 &p_point) const {
real_t dist = 0.0;
bool inside = true;
if (p_point.x < position.x) {
real_t d = position.x - p_point.x;
dist = d;
inside = false;
}
if (p_point.y < position.y) {
real_t d = position.y - p_point.y;
dist = inside ? d : Math::min(dist, d);
inside = false;
}
if (p_point.x >= (position.x + size.x)) {
real_t d = p_point.x - (position.x + size.x);
dist = inside ? d : Math::min(dist, d);
inside = false;
}
if (p_point.y >= (position.y + size.y)) {
real_t d = p_point.y - (position.y + size.y);
dist = inside ? d : Math::min(dist, d);
inside = false;
}
if (inside) {
return 0;
} else {
return dist;
}
}
bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const;
inline bool encloses(const Rect2 &p_rect) const {
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
}
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
inline Rect2 intersection(const Rect2 &p_rect) const {
Rect2 new_rect = p_rect;
if (!intersects(new_rect)) {
return Rect2();
}
new_rect.position.x = Math::max(p_rect.position.x, position.x);
new_rect.position.y = Math::max(p_rect.position.y, position.y);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
return new_rect;
}
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
Rect2 new_rect;
new_rect.position.x = Math::min(p_rect.position.x, position.x);
new_rect.position.y = Math::min(p_rect.position.y, position.y);
new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; //make relative again
return new_rect;
}
inline bool has_point(const Point2 &p_point) const {
if (p_point.x < position.x) {
return false;
}
if (p_point.y < position.y) {
return false;
}
if (p_point.x >= (position.x + size.x)) {
return false;
}
if (p_point.y >= (position.y + size.y)) {
return false;
}
return true;
}
bool is_equal_approx(const Rect2 &p_rect) const;
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
inline Rect2 grow(real_t p_amount) const {
Rect2 g = *this;
g.position.x -= p_amount;
g.position.y -= p_amount;
g.size.width += p_amount * 2;
g.size.height += p_amount * 2;
return g;
}
inline Rect2 grow_side(Side p_side, real_t p_amount) const {
Rect2 g = *this;
g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
(SIDE_TOP == p_side) ? p_amount : 0,
(SIDE_RIGHT == p_side) ? p_amount : 0,
(SIDE_BOTTOM == p_side) ? p_amount : 0);
return g;
}
inline Rect2 grow_side_bind(uint32_t p_side, real_t p_amount) const {
return grow_side(Side(p_side), p_amount);
}
inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
Rect2 g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
return g;
}
inline Rect2 expand(const Vector2 &p_vector) const {
Rect2 r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Vector2 &p_vector) { //in place function for speed
Vector2 begin = position;
Vector2 end = position + size;
if (p_vector.x < begin.x) {
begin.x = p_vector.x;
}
if (p_vector.y < begin.y) {
begin.y = p_vector.y;
}
if (p_vector.x > end.x) {
end.x = p_vector.x;
}
if (p_vector.y > end.y) {
end.y = p_vector.y;
}
position = begin;
size = end - begin;
}
inline Rect2 abs() const {
return Rect2(Point2(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0)), size.abs());
}
Vector2 get_support(const Vector2 &p_normal) const {
Vector2 half_extents = size * 0.5;
Vector2 ofs = position + half_extents;
return Vector2(
(p_normal.x > 0) ? -half_extents.x : half_extents.x,
(p_normal.y > 0) ? -half_extents.y : half_extents.y) +
ofs;
}
inline bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
Vector2 center = position + size * 0.5;
int side_plus = 0;
int side_minus = 0;
Vector2 end = position + size;
int i_f = p_point_count - 1;
for (int i = 0; i < p_point_count; i++) {
const Vector2 &a = p_points[i_f];
const Vector2 &b = p_points[i];
i_f = i;
Vector2 r = (b - a);
float l = r.length();
if (l == 0.0) {
continue;
}
//check inside
Vector2 tg = r.orthogonal();
float s = tg.dot(center) - tg.dot(a);
if (s < 0.0) {
side_plus++;
} else {
side_minus++;
}
//check ray box
r /= l;
Vector2 ir(1.0 / r.x, 1.0 / r.y);
// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
// r.org is origin of ray
Vector2 t13 = (position - a) * ir;
Vector2 t24 = (end - a) * ir;
float tmin = Math::max(Math::min(t13.x, t24.x), Math::min(t13.y, t24.y));
float tmax = Math::min(Math::max(t13.x, t24.x), Math::max(t13.y, t24.y));
// if tmax < 0, ray (line) is intersecting AABB, but the whole AABB is behind us
if (tmax < 0 || tmin > tmax || tmin >= l) {
continue;
}
return true;
}
if (side_plus * side_minus == 0) {
return true; //all inside
} else {
return false;
}
}
inline void set_end(const Vector2 &p_end) {
size = p_end - position;
}
inline Vector2 get_end() const {
return position + size;
}
operator String() const;
Rect2() {}
Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
Rect2(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
} // namespace godot
#endif // GODOT_RECT2_HPP

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#ifndef GODOT_RECT2I_HPP
#define GODOT_RECT2I_HPP
#include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/vector2i.hpp>
namespace godot {
class Rect2i {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
Point2i position;
Size2i size;
const Point2i &get_position() const { return position; }
void set_position(const Point2i &p_position) { position = p_position; }
const Size2i &get_size() const { return size; }
void set_size(const Size2i &p_size) { size = p_size; }
int get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2i &p_rect) const {
if (position.x > (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) < p_rect.position.x) {
return false;
}
if (position.y > (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) < p_rect.position.y) {
return false;
}
return true;
}
inline bool encloses(const Rect2i &p_rect) const {
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
}
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
// Returns the instersection between two Rect2is or an empty Rect2i if there is no intersection
inline Rect2i intersection(const Rect2i &p_rect) const {
Rect2i new_rect = p_rect;
if (!intersects(new_rect)) {
return Rect2i();
}
new_rect.position.x = Math::max(p_rect.position.x, position.x);
new_rect.position.y = Math::max(p_rect.position.y, position.y);
Point2i p_rect_end = p_rect.position + p_rect.size;
Point2i end = position + size;
new_rect.size.x = (int)(Math::min(p_rect_end.x, end.x) - new_rect.position.x);
new_rect.size.y = (int)(Math::min(p_rect_end.y, end.y) - new_rect.position.y);
return new_rect;
}
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
Rect2i new_rect;
new_rect.position.x = Math::min(p_rect.position.x, position.x);
new_rect.position.y = Math::min(p_rect.position.y, position.y);
new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; //make relative again
return new_rect;
}
bool has_point(const Point2i &p_point) const {
if (p_point.x < position.x) {
return false;
}
if (p_point.y < position.y) {
return false;
}
if (p_point.x >= (position.x + size.x)) {
return false;
}
if (p_point.y >= (position.y + size.y)) {
return false;
}
return true;
}
bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
Rect2i grow(int p_amount) const {
Rect2i g = *this;
g.position.x -= p_amount;
g.position.y -= p_amount;
g.size.width += p_amount * 2;
g.size.height += p_amount * 2;
return g;
}
inline Rect2i grow_side(Side p_side, int p_amount) const {
Rect2i g = *this;
g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
(SIDE_TOP == p_side) ? p_amount : 0,
(SIDE_RIGHT == p_side) ? p_amount : 0,
(SIDE_BOTTOM == p_side) ? p_amount : 0);
return g;
}
inline Rect2i grow_side_bind(uint32_t p_side, int p_amount) const {
return grow_side(Side(p_side), p_amount);
}
inline Rect2i grow_individual(int p_left, int p_top, int p_right, int p_bottom) const {
Rect2i g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
return g;
}
inline Rect2i expand(const Vector2i &p_vector) const {
Rect2i r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Point2i &p_vector) {
Point2i begin = position;
Point2i end = position + size;
if (p_vector.x < begin.x) {
begin.x = p_vector.x;
}
if (p_vector.y < begin.y) {
begin.y = p_vector.y;
}
if (p_vector.x > end.x) {
end.x = p_vector.x;
}
if (p_vector.y > end.y) {
end.y = p_vector.y;
}
position = begin;
size = end - begin;
}
inline Rect2i abs() const {
return Rect2i(Point2i(position.x + Math::min(size.x, 0), position.y + Math::min(size.y, 0)), size.abs());
}
inline void set_end(const Vector2i &p_end) {
size = p_end - position;
}
inline Vector2i get_end() const {
return position + size;
}
operator String() const { return String(position) + ", " + String(size); }
operator Rect2() const { return Rect2(position, size); }
Rect2i() {}
Rect2i(const Rect2 &p_r2) :
position(p_r2.position),
size(p_r2.size) {
}
Rect2i(int p_x, int p_y, int p_width, int p_height) :
position(Point2i(p_x, p_y)),
size(Size2i(p_width, p_height)) {
}
Rect2i(const Point2i &p_pos, const Size2i &p_size) :
position(p_pos),
size(p_size) {
}
};
} // namespace godot
#endif // GODOT_RECT2I_HPP

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#ifndef GODOT_TRANSFORM2D_HPP
#define GODOT_TRANSFORM2D_HPP
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/packed_vector2_array.hpp>
#include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/vector2.hpp>
namespace godot {
class Transform2D {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
// Warning #1: basis of Transform2D is stored differently from Basis. In terms of elements array, the basis matrix looks like "on paper":
// M = (elements[0][0] elements[1][0])
// (elements[0][1] elements[1][1])
// This is such that the columns, which can be interpreted as basis vectors of the coordinate system "painted" on the object, can be accessed as elements[i].
// Note that this is the opposite of the indices in mathematical texts, meaning: $M_{12}$ in a math book corresponds to elements[1][0] here.
// This requires additional care when working with explicit indices.
// See https://en.wikipedia.org/wiki/Row-_and_column-major_order for further reading.
// Warning #2: 2D be aware that unlike 3D code, 2D code uses a left-handed coordinate system: Y-axis points down,
// and angle is measure from +X to +Y in a clockwise-fashion.
Vector2 elements[3];
inline real_t tdotx(const Vector2 &v) const { return elements[0][0] * v.x + elements[1][0] * v.y; }
inline real_t tdoty(const Vector2 &v) const { return elements[0][1] * v.x + elements[1][1] * v.y; }
const Vector2 &operator[](int p_idx) const { return elements[p_idx]; }
Vector2 &operator[](int p_idx) { return elements[p_idx]; }
inline Vector2 get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, Vector2());
return elements[p_axis];
}
inline void set_axis(int p_axis, const Vector2 &p_vec) {
ERR_FAIL_INDEX(p_axis, 3);
elements[p_axis] = p_vec;
}
void invert();
Transform2D inverse() const;
void affine_invert();
Transform2D affine_inverse() const;
void set_rotation(real_t p_rot);
real_t get_rotation() const;
real_t get_skew() const;
void set_skew(float p_angle);
inline void set_rotation_and_scale(real_t p_rot, const Size2 &p_scale);
inline void set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew);
void rotate(real_t p_phi);
void scale(const Size2 &p_scale);
void scale_basis(const Size2 &p_scale);
void translate(real_t p_tx, real_t p_ty);
void translate(const Vector2 &p_translation);
real_t basis_determinant() const;
Size2 get_scale() const;
void set_scale(const Size2 &p_scale);
inline const Vector2 &get_origin() const { return elements[2]; }
inline void set_origin(const Vector2 &p_origin) { elements[2] = p_origin; }
Transform2D scaled(const Size2 &p_scale) const;
Transform2D basis_scaled(const Size2 &p_scale) const;
Transform2D translated(const Vector2 &p_offset) const;
Transform2D rotated(real_t p_phi) const;
Transform2D untranslated() const;
void orthonormalize();
Transform2D orthonormalized() const;
bool is_equal_approx(const Transform2D &p_transform) const;
bool operator==(const Transform2D &p_transform) const;
bool operator!=(const Transform2D &p_transform) const;
void operator*=(const Transform2D &p_transform);
Transform2D operator*(const Transform2D &p_transform) const;
Transform2D interpolate_with(const Transform2D &p_transform, real_t p_c) const;
inline Vector2 basis_xform(const Vector2 &p_vec) const;
inline Vector2 basis_xform_inv(const Vector2 &p_vec) const;
inline Vector2 xform(const Vector2 &p_vec) const;
inline Vector2 xform_inv(const Vector2 &p_vec) const;
inline Rect2 xform(const Rect2 &p_rect) const;
inline Rect2 xform_inv(const Rect2 &p_rect) const;
inline PackedVector2Array xform(const PackedVector2Array &p_array) const;
inline PackedVector2Array xform_inv(const PackedVector2Array &p_array) const;
operator String() const;
Transform2D(real_t xx, real_t xy, real_t yx, real_t yy, real_t ox, real_t oy) {
elements[0][0] = xx;
elements[0][1] = xy;
elements[1][0] = yx;
elements[1][1] = yy;
elements[2][0] = ox;
elements[2][1] = oy;
}
Transform2D(const Vector2 &p_x, const Vector2 &p_y, const Vector2 &p_origin) {
elements[0] = p_x;
elements[1] = p_y;
elements[2] = p_origin;
}
Transform2D(real_t p_rot, const Vector2 &p_pos);
Transform2D() {
elements[0][0] = 1.0;
elements[1][1] = 1.0;
}
};
Vector2 Transform2D::basis_xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec));
}
Vector2 Transform2D::basis_xform_inv(const Vector2 &p_vec) const {
return Vector2(
elements[0].dot(p_vec),
elements[1].dot(p_vec));
}
Vector2 Transform2D::xform(const Vector2 &p_vec) const {
return Vector2(
tdotx(p_vec),
tdoty(p_vec)) +
elements[2];
}
Vector2 Transform2D::xform_inv(const Vector2 &p_vec) const {
Vector2 v = p_vec - elements[2];
return Vector2(
elements[0].dot(v),
elements[1].dot(v));
}
Rect2 Transform2D::xform(const Rect2 &p_rect) const {
Vector2 x = elements[0] * p_rect.size.x;
Vector2 y = elements[1] * p_rect.size.y;
Vector2 pos = xform(p_rect.position);
Rect2 new_rect;
new_rect.position = pos;
new_rect.expand_to(pos + x);
new_rect.expand_to(pos + y);
new_rect.expand_to(pos + x + y);
return new_rect;
}
void Transform2D::set_rotation_and_scale(real_t p_rot, const Size2 &p_scale) {
elements[0][0] = Math::cos(p_rot) * p_scale.x;
elements[1][1] = Math::cos(p_rot) * p_scale.y;
elements[1][0] = -Math::sin(p_rot) * p_scale.y;
elements[0][1] = Math::sin(p_rot) * p_scale.x;
}
void Transform2D::set_rotation_scale_and_skew(real_t p_rot, const Size2 &p_scale, float p_skew) {
elements[0][0] = Math::cos(p_rot) * p_scale.x;
elements[1][1] = Math::cos(p_rot + p_skew) * p_scale.y;
elements[1][0] = -Math::sin(p_rot + p_skew) * p_scale.y;
elements[0][1] = Math::sin(p_rot) * p_scale.x;
}
Rect2 Transform2D::xform_inv(const Rect2 &p_rect) const {
Vector2 ends[4] = {
xform_inv(p_rect.position),
xform_inv(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
xform_inv(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y))
};
Rect2 new_rect;
new_rect.position = ends[0];
new_rect.expand_to(ends[1]);
new_rect.expand_to(ends[2]);
new_rect.expand_to(ends[3]);
return new_rect;
}
PackedVector2Array Transform2D::xform(const PackedVector2Array &p_array) const {
PackedVector2Array array;
array.resize(p_array.size());
for (int i = 0; i < p_array.size(); ++i) {
array[i] = xform(p_array[i]);
}
return array;
}
PackedVector2Array Transform2D::xform_inv(const PackedVector2Array &p_array) const {
PackedVector2Array array;
array.resize(p_array.size());
for (int i = 0; i < p_array.size(); ++i) {
array[i] = xform_inv(p_array[i]);
}
return array;
}
} // namespace godot
#endif // GODOT_TRANSFORM2D_HPP

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#ifndef GODOT_TRANSFORM3D_HPP
#define GODOT_TRANSFORM3D_HPP
#include <godot_cpp/variant/aabb.hpp>
#include <godot_cpp/variant/basis.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/packed_vector3_array.hpp>
#include <godot_cpp/variant/plane.hpp>
namespace godot {
class Transform3D {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
Basis basis;
Vector3 origin;
void invert();
Transform3D inverse() const;
void affine_invert();
Transform3D affine_inverse() const;
Transform3D rotated(const Vector3 &p_axis, real_t p_phi) const;
void rotate(const Vector3 &p_axis, real_t p_phi);
void rotate_basis(const Vector3 &p_axis, real_t p_phi);
void set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0));
Transform3D looking_at(const Vector3 &p_target, const Vector3 &p_up = Vector3(0, 1, 0)) const;
void scale(const Vector3 &p_scale);
Transform3D scaled(const Vector3 &p_scale) const;
void scale_basis(const Vector3 &p_scale);
void translate(real_t p_tx, real_t p_ty, real_t p_tz);
void translate(const Vector3 &p_translation);
Transform3D translated(const Vector3 &p_translation) const;
const Basis &get_basis() const { return basis; }
void set_basis(const Basis &p_basis) { basis = p_basis; }
const Vector3 &get_origin() const { return origin; }
void set_origin(const Vector3 &p_origin) { origin = p_origin; }
void orthonormalize();
Transform3D orthonormalized() const;
bool is_equal_approx(const Transform3D &p_transform) const;
bool operator==(const Transform3D &p_transform) const;
bool operator!=(const Transform3D &p_transform) const;
inline Vector3 xform(const Vector3 &p_vector) const;
inline Vector3 xform_inv(const Vector3 &p_vector) const;
inline Plane xform(const Plane &p_plane) const;
inline Plane xform_inv(const Plane &p_plane) const;
inline AABB xform(const AABB &p_aabb) const;
inline AABB xform_inv(const AABB &p_aabb) const;
inline PackedVector3Array xform(const PackedVector3Array &p_array) const;
inline PackedVector3Array xform_inv(const PackedVector3Array &p_array) const;
void operator*=(const Transform3D &p_transform);
Transform3D operator*(const Transform3D &p_transform) const;
Transform3D interpolate_with(const Transform3D &p_transform, real_t p_c) const;
inline Transform3D inverse_xform(const Transform3D &t) const {
Vector3 v = t.origin - origin;
return Transform3D(basis.transpose_xform(t.basis),
basis.xform(v));
}
void set(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t tx, real_t ty, real_t tz) {
basis.set(xx, xy, xz, yx, yy, yz, zx, zy, zz);
origin.x = tx;
origin.y = ty;
origin.z = tz;
}
operator String() const;
Transform3D() {}
Transform3D(const Basis &p_basis, const Vector3 &p_origin = Vector3());
Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin);
Transform3D(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t ox, real_t oy, real_t oz);
};
inline Vector3 Transform3D::xform(const Vector3 &p_vector) const {
return Vector3(
basis[0].dot(p_vector) + origin.x,
basis[1].dot(p_vector) + origin.y,
basis[2].dot(p_vector) + origin.z);
}
inline Vector3 Transform3D::xform_inv(const Vector3 &p_vector) const {
Vector3 v = p_vector - origin;
return Vector3(
(basis.elements[0][0] * v.x) + (basis.elements[1][0] * v.y) + (basis.elements[2][0] * v.z),
(basis.elements[0][1] * v.x) + (basis.elements[1][1] * v.y) + (basis.elements[2][1] * v.z),
(basis.elements[0][2] * v.x) + (basis.elements[1][2] * v.y) + (basis.elements[2][2] * v.z));
}
inline Plane Transform3D::xform(const Plane &p_plane) const {
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
point = xform(point);
point_dir = xform(point_dir);
Vector3 normal = point_dir - point;
normal.normalize();
real_t d = normal.dot(point);
return Plane(normal, d);
}
inline Plane Transform3D::xform_inv(const Plane &p_plane) const {
Vector3 point = p_plane.normal * p_plane.d;
Vector3 point_dir = point + p_plane.normal;
point = xform_inv(point);
point_dir = xform_inv(point_dir);
Vector3 normal = point_dir - point;
normal.normalize();
real_t d = normal.dot(point);
return Plane(normal, d);
}
inline AABB Transform3D::xform(const AABB &p_aabb) const {
/* http://dev.theomader.com/transform-bounding-boxes/ */
Vector3 min = p_aabb.position;
Vector3 max = p_aabb.position + p_aabb.size;
Vector3 tmin, tmax;
for (int i = 0; i < 3; i++) {
tmin[i] = tmax[i] = origin[i];
for (int j = 0; j < 3; j++) {
real_t e = basis[i][j] * min[j];
real_t f = basis[i][j] * max[j];
if (e < f) {
tmin[i] += e;
tmax[i] += f;
} else {
tmin[i] += f;
tmax[i] += e;
}
}
}
AABB r_aabb;
r_aabb.position = tmin;
r_aabb.size = tmax - tmin;
return r_aabb;
}
inline AABB Transform3D::xform_inv(const AABB &p_aabb) const {
/* define vertices */
Vector3 vertices[8] = {
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x + p_aabb.size.x, p_aabb.position.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y + p_aabb.size.y, p_aabb.position.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z + p_aabb.size.z),
Vector3(p_aabb.position.x, p_aabb.position.y, p_aabb.position.z)
};
AABB ret;
ret.position = xform_inv(vertices[0]);
for (int i = 1; i < 8; i++) {
ret.expand_to(xform_inv(vertices[i]));
}
return ret;
}
PackedVector3Array Transform3D::xform(const PackedVector3Array &p_array) const {
PackedVector3Array array;
array.resize(p_array.size());
for (int i = 0; i < p_array.size(); ++i) {
array[i] = xform(p_array[i]);
}
return array;
}
PackedVector3Array Transform3D::xform_inv(const PackedVector3Array &p_array) const {
PackedVector3Array array;
array.resize(p_array.size());
for (int i = 0; i < p_array.size(); ++i) {
array[i] = xform_inv(p_array[i]);
}
return array;
}
} // namespace godot
#endif // GODOT_TRANSFORM_HPP

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#ifndef GODOT_VECTOR2_HPP
#define GODOT_VECTOR2_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
class Vector2i;
class Vector2 {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
enum Axis {
AXIS_X,
AXIS_Y,
};
union {
real_t x = 0;
real_t width;
};
union {
real_t y = 0;
real_t height;
};
inline real_t &operator[](int p_idx) {
return p_idx ? y : x;
}
inline const real_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
void normalize();
Vector2 normalized() const;
bool is_normalized() const;
real_t length() const;
real_t length_squared() const;
Vector2 min(const Vector2 &p_vector2) const {
return Vector2(Math::min(x, p_vector2.x), Math::min(y, p_vector2.y));
}
Vector2 max(const Vector2 &p_vector2) const {
return Vector2(Math::max(x, p_vector2.x), Math::max(y, p_vector2.y));
}
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;
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(const 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;
Vector2 clamped(real_t p_len) const;
inline Vector2 lerp(const Vector2 &p_to, real_t p_weight) const;
inline Vector2 slerp(const Vector2 &p_to, real_t p_weight) const;
Vector2 cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const;
Vector2 move_toward(const Vector2 &p_to, const 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;
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*(const real_t &rvalue) const;
void operator*=(const real_t &rvalue);
void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; }
Vector2 operator/(const Vector2 &p_v1) const;
Vector2 operator/(const real_t &rvalue) const;
void operator/=(const real_t &rvalue);
void operator/=(const Vector2 &rvalue) { *this = *this / 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;
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;
real_t aspect() const { return width / height; }
operator String() const;
inline Vector2() {}
inline Vector2(real_t p_x, real_t p_y) {
x = p_x;
y = p_y;
}
};
inline Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const {
return p_vec - *this * (dot(p_vec) - p_d);
}
inline Vector2 operator*(float p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
inline Vector2 operator*(double p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
inline Vector2 operator*(int32_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
inline Vector2 operator*(int64_t p_scalar, const Vector2 &p_vec) {
return p_vec * p_scalar;
}
inline Vector2 Vector2::operator+(const Vector2 &p_v) const {
return Vector2(x + p_v.x, y + p_v.y);
}
inline void Vector2::operator+=(const Vector2 &p_v) {
x += p_v.x;
y += p_v.y;
}
inline Vector2 Vector2::operator-(const Vector2 &p_v) const {
return Vector2(x - p_v.x, y - p_v.y);
}
inline void Vector2::operator-=(const Vector2 &p_v) {
x -= p_v.x;
y -= p_v.y;
}
inline Vector2 Vector2::operator*(const Vector2 &p_v1) const {
return Vector2(x * p_v1.x, y * p_v1.y);
}
inline Vector2 Vector2::operator*(const real_t &rvalue) const {
return Vector2(x * rvalue, y * rvalue);
}
inline void Vector2::operator*=(const real_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
inline Vector2 Vector2::operator/(const Vector2 &p_v1) const {
return Vector2(x / p_v1.x, y / p_v1.y);
}
inline Vector2 Vector2::operator/(const real_t &rvalue) const {
return Vector2(x / rvalue, y / rvalue);
}
inline void Vector2::operator/=(const real_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
inline Vector2 Vector2::operator-() const {
return Vector2(-x, -y);
}
inline bool Vector2::operator==(const Vector2 &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
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 += (p_weight * (p_to.x - x));
res.y += (p_weight * (p_to.y - y));
return res;
}
Vector2 Vector2::slerp(const Vector2 &p_to, real_t p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), Vector2());
#endif
real_t theta = angle_to(p_to);
return rotated(theta * p_weight);
}
Vector2 Vector2::direction_to(const Vector2 &p_to) const {
Vector2 ret(p_to.x - x, p_to.y - y);
ret.normalize();
return ret;
}
typedef Vector2 Size2;
typedef Vector2 Point2;
} // namespace godot
#endif // GODOT_VECTOR2_HPP

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#ifndef GODOT_VECTOR2I_HPP
#define GODOT_VECTOR2I_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/string.hpp>
#include <godot_cpp/variant/vector2.hpp>
namespace godot {
class Vector2i {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
enum Axis {
AXIS_X,
AXIS_Y,
};
union {
int32_t x = 0;
int32_t width;
};
union {
int32_t y = 0;
int32_t height;
};
inline int32_t &operator[](int p_idx) {
return p_idx ? y : x;
}
inline const int32_t &operator[](int p_idx) const {
return p_idx ? y : x;
}
Vector2i operator+(const Vector2i &p_v) const;
void operator+=(const Vector2i &p_v);
Vector2i operator-(const Vector2i &p_v) const;
void operator-=(const Vector2i &p_v);
Vector2i operator*(const Vector2i &p_v1) const;
Vector2i operator*(const int32_t &rvalue) const;
void operator*=(const int32_t &rvalue);
Vector2i operator/(const Vector2i &p_v1) const;
Vector2i operator/(const int32_t &rvalue) const;
void operator/=(const int32_t &rvalue);
Vector2i operator%(const Vector2i &p_v1) const;
Vector2i operator%(const int32_t &rvalue) const;
void operator%=(const int32_t &rvalue);
Vector2i operator-() const;
bool operator<(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y < p_vec2.y) : (x < p_vec2.x); }
bool operator>(const Vector2i &p_vec2) const { return (x == p_vec2.x) ? (y > p_vec2.y) : (x > p_vec2.x); }
bool operator<=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y <= p_vec2.y) : (x < p_vec2.x); }
bool operator>=(const Vector2i &p_vec2) const { return x == p_vec2.x ? (y >= p_vec2.y) : (x > p_vec2.x); }
bool operator==(const Vector2i &p_vec2) const;
bool operator!=(const Vector2i &p_vec2) const;
real_t aspect() const { return width / (real_t)height; }
Vector2i sign() const { return Vector2i(Math::sign(x), Math::sign(y)); }
Vector2i abs() const { return Vector2i(Math::abs(x), Math::abs(y)); }
operator String() const;
operator Vector2() const { return Vector2(x, y); }
inline Vector2i() {}
inline Vector2i(const Vector2 &p_vec2) {
x = (int32_t)p_vec2.x;
y = (int32_t)p_vec2.y;
}
inline Vector2i(int32_t p_x, int32_t p_y) {
x = p_x;
y = p_y;
}
};
inline Vector2i operator*(const int32_t &p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
inline Vector2i operator*(const int64_t &p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
inline Vector2i operator*(const float &p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
inline Vector2i operator*(const double &p_scalar, const Vector2i &p_vector) {
return p_vector * p_scalar;
}
typedef Vector2i Size2i;
typedef Vector2i Point2i;
} // namespace godot
#endif // GODOT_VECTOR2I_HPP

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#ifndef GODOT_VECTOR3_HPP
#define GODOT_VECTOR3_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
class Basis;
class Vector3i;
class Vector3 {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
};
union {
struct {
real_t x;
real_t y;
real_t z;
};
real_t coord[3] = { 0 };
};
inline const real_t &operator[](int p_axis) const {
return coord[p_axis];
}
inline real_t &operator[](int p_axis) {
return coord[p_axis];
}
void set_axis(int p_axis, real_t p_value);
real_t get_axis(int p_axis) const;
int min_axis() const;
int max_axis() const;
inline real_t length() const;
inline real_t length_squared() const;
inline void normalize();
inline Vector3 normalized() const;
inline bool is_normalized() const;
inline Vector3 inverse() const;
inline void zero();
void snap(Vector3 p_val);
Vector3 snapped(Vector3 p_val) const;
void rotate(const Vector3 &p_axis, real_t p_phi);
Vector3 rotated(const Vector3 &p_axis, real_t p_phi) const;
/* Static Methods between 2 vector3s */
inline Vector3 lerp(const Vector3 &p_to, real_t p_weight) const;
inline Vector3 slerp(const Vector3 &p_to, real_t p_weight) const;
Vector3 cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const;
Vector3 move_toward(const Vector3 &p_to, const real_t p_delta) const;
inline Vector3 cross(const Vector3 &p_b) const;
inline real_t dot(const Vector3 &p_b) const;
Basis outer(const Vector3 &p_b) const;
Basis to_diagonal_matrix() const;
inline Vector3 abs() const;
inline Vector3 floor() const;
inline Vector3 sign() const;
inline Vector3 ceil() const;
inline Vector3 round() const;
inline real_t distance_to(const Vector3 &p_to) const;
inline real_t distance_squared_to(const Vector3 &p_to) const;
inline Vector3 posmod(const real_t p_mod) const;
inline Vector3 posmodv(const Vector3 &p_modv) const;
inline Vector3 project(const Vector3 &p_to) const;
inline real_t angle_to(const Vector3 &p_to) const;
inline Vector3 direction_to(const Vector3 &p_to) const;
inline Vector3 slide(const Vector3 &p_normal) const;
inline Vector3 bounce(const Vector3 &p_normal) const;
inline Vector3 reflect(const Vector3 &p_normal) const;
bool is_equal_approx(const Vector3 &p_v) const;
/* Operators */
inline Vector3 &operator+=(const Vector3 &p_v);
inline Vector3 operator+(const Vector3 &p_v) const;
inline Vector3 &operator-=(const Vector3 &p_v);
inline Vector3 operator-(const Vector3 &p_v) const;
inline Vector3 &operator*=(const Vector3 &p_v);
inline Vector3 operator*(const Vector3 &p_v) const;
inline Vector3 &operator/=(const Vector3 &p_v);
inline Vector3 operator/(const Vector3 &p_v) const;
inline Vector3 &operator*=(real_t p_scalar);
inline Vector3 operator*(real_t p_scalar) const;
inline Vector3 &operator/=(real_t p_scalar);
inline Vector3 operator/(real_t p_scalar) const;
inline Vector3 operator-() const;
inline bool operator==(const Vector3 &p_v) const;
inline bool operator!=(const Vector3 &p_v) const;
inline bool operator<(const Vector3 &p_v) const;
inline bool operator<=(const Vector3 &p_v) const;
inline bool operator>(const Vector3 &p_v) const;
inline bool operator>=(const Vector3 &p_v) const;
operator String() const;
operator Vector3i() const;
inline Vector3() {}
inline Vector3(real_t p_x, real_t p_y, real_t p_z) {
x = p_x;
y = p_y;
z = p_z;
}
Vector3(const Vector3i &p_ivec);
};
Vector3 Vector3::cross(const Vector3 &p_b) const {
Vector3 ret(
(y * p_b.z) - (z * p_b.y),
(z * p_b.x) - (x * p_b.z),
(x * p_b.y) - (y * p_b.x));
return ret;
}
real_t Vector3::dot(const Vector3 &p_b) const {
return x * p_b.x + y * p_b.y + z * p_b.z;
}
Vector3 Vector3::abs() const {
return Vector3(Math::abs(x), Math::abs(y), Math::abs(z));
}
Vector3 Vector3::sign() const {
return Vector3(Math::sign(x), Math::sign(y), Math::sign(z));
}
Vector3 Vector3::floor() const {
return Vector3(Math::floor(x), Math::floor(y), Math::floor(z));
}
Vector3 Vector3::ceil() const {
return Vector3(Math::ceil(x), Math::ceil(y), Math::ceil(z));
}
Vector3 Vector3::round() const {
return Vector3(Math::round(x), Math::round(y), Math::round(z));
}
Vector3 Vector3::lerp(const Vector3 &p_to, real_t p_weight) const {
return Vector3(
x + (p_weight * (p_to.x - x)),
y + (p_weight * (p_to.y - y)),
z + (p_weight * (p_to.z - z)));
}
Vector3 Vector3::slerp(const Vector3 &p_to, real_t p_weight) const {
real_t theta = angle_to(p_to);
return rotated(cross(p_to).normalized(), theta * p_weight);
}
real_t Vector3::distance_to(const Vector3 &p_to) const {
return (p_to - *this).length();
}
real_t Vector3::distance_squared_to(const Vector3 &p_to) const {
return (p_to - *this).length_squared();
}
Vector3 Vector3::posmod(const real_t p_mod) const {
return Vector3(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod), Math::fposmod(z, p_mod));
}
Vector3 Vector3::posmodv(const Vector3 &p_modv) const {
return Vector3(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y), Math::fposmod(z, p_modv.z));
}
Vector3 Vector3::project(const Vector3 &p_to) const {
return p_to * (dot(p_to) / p_to.length_squared());
}
real_t Vector3::angle_to(const Vector3 &p_to) const {
return Math::atan2(cross(p_to).length(), dot(p_to));
}
Vector3 Vector3::direction_to(const Vector3 &p_to) const {
Vector3 ret(p_to.x - x, p_to.y - y, p_to.z - z);
ret.normalize();
return ret;
}
/* Operators */
Vector3 &Vector3::operator+=(const Vector3 &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3 Vector3::operator+(const Vector3 &p_v) const {
return Vector3(x + p_v.x, y + p_v.y, z + p_v.z);
}
Vector3 &Vector3::operator-=(const Vector3 &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3 Vector3::operator-(const Vector3 &p_v) const {
return Vector3(x - p_v.x, y - p_v.y, z - p_v.z);
}
Vector3 &Vector3::operator*=(const Vector3 &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3 Vector3::operator*(const Vector3 &p_v) const {
return Vector3(x * p_v.x, y * p_v.y, z * p_v.z);
}
Vector3 &Vector3::operator/=(const Vector3 &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3 Vector3::operator/(const Vector3 &p_v) const {
return Vector3(x / p_v.x, y / p_v.y, z / p_v.z);
}
Vector3 &Vector3::operator*=(real_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
return *this;
}
inline Vector3 operator*(real_t p_scalar, const Vector3 &p_vec) {
return p_vec * p_scalar;
}
Vector3 Vector3::operator*(real_t p_scalar) const {
return Vector3(x * p_scalar, y * p_scalar, z * p_scalar);
}
Vector3 &Vector3::operator/=(real_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
Vector3 Vector3::operator/(real_t p_scalar) const {
return Vector3(x / p_scalar, y / p_scalar, z / p_scalar);
}
Vector3 Vector3::operator-() const {
return Vector3(-x, -y, -z);
}
bool Vector3::operator==(const Vector3 &p_v) const {
return x == p_v.x && y == p_v.y && z == p_v.z;
}
bool Vector3::operator!=(const Vector3 &p_v) const {
return x != p_v.x || y != p_v.y || z != p_v.z;
}
bool Vector3::operator<(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z < p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
bool Vector3::operator>(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z > p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
bool Vector3::operator<=(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z <= p_v.z;
}
return y < p_v.y;
}
return x < p_v.x;
}
bool Vector3::operator>=(const Vector3 &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z >= p_v.z;
}
return y > p_v.y;
}
return x > p_v.x;
}
inline Vector3 vec3_cross(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.cross(p_b);
}
inline real_t vec3_dot(const Vector3 &p_a, const Vector3 &p_b) {
return p_a.dot(p_b);
}
real_t Vector3::length() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return Math::sqrt(x2 + y2 + z2);
}
real_t Vector3::length_squared() const {
real_t x2 = x * x;
real_t y2 = y * y;
real_t z2 = z * z;
return x2 + y2 + z2;
}
void Vector3::normalize() {
real_t lengthsq = length_squared();
if (lengthsq == 0) {
x = y = z = 0;
} else {
real_t length = Math::sqrt(lengthsq);
x /= length;
y /= length;
z /= length;
}
}
Vector3 Vector3::normalized() const {
Vector3 v = *this;
v.normalize();
return v;
}
bool Vector3::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON);
}
Vector3 Vector3::inverse() const {
return Vector3(1.0 / x, 1.0 / y, 1.0 / z);
}
void Vector3::zero() {
x = y = z = 0;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector3 Vector3::slide(const Vector3 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector3());
#endif
return *this - p_normal * this->dot(p_normal);
}
Vector3 Vector3::bounce(const Vector3 &p_normal) const {
return -reflect(p_normal);
}
Vector3 Vector3::reflect(const Vector3 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector3());
#endif
return 2.0 * p_normal * this->dot(p_normal) - *this;
}
} // namespace godot
#endif // GODOT_VECTOR3_HPP

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#ifndef GODOT_VECTOR3I_HPP
#define GODOT_VECTOR3I_HPP
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
class Vector3i {
public:
_FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
enum Axis {
AXIS_X,
AXIS_Y,
AXIS_Z,
};
union {
struct {
int32_t x;
int32_t y;
int32_t z;
};
int32_t coord[3] = { 0 };
};
inline const int32_t &operator[](int p_axis) const {
return coord[p_axis];
}
inline int32_t &operator[](int p_axis) {
return coord[p_axis];
}
void set_axis(int p_axis, int32_t p_value);
int32_t get_axis(int p_axis) const;
int min_axis() const;
int max_axis() const;
inline void zero();
inline Vector3i abs() const;
inline Vector3i sign() const;
/* Operators */
inline Vector3i &operator+=(const Vector3i &p_v);
inline Vector3i operator+(const Vector3i &p_v) const;
inline Vector3i &operator-=(const Vector3i &p_v);
inline Vector3i operator-(const Vector3i &p_v) const;
inline Vector3i &operator*=(const Vector3i &p_v);
inline Vector3i operator*(const Vector3i &p_v) const;
inline Vector3i &operator/=(const Vector3i &p_v);
inline Vector3i operator/(const Vector3i &p_v) const;
inline Vector3i &operator%=(const Vector3i &p_v);
inline Vector3i operator%(const Vector3i &p_v) const;
inline Vector3i &operator*=(int32_t p_scalar);
inline Vector3i operator*(int32_t p_scalar) const;
inline Vector3i &operator/=(int32_t p_scalar);
inline Vector3i operator/(int32_t p_scalar) const;
inline Vector3i &operator%=(int32_t p_scalar);
inline Vector3i operator%(int32_t p_scalar) const;
inline Vector3i operator-() const;
inline bool operator==(const Vector3i &p_v) const;
inline bool operator!=(const Vector3i &p_v) const;
inline bool operator<(const Vector3i &p_v) const;
inline bool operator<=(const Vector3i &p_v) const;
inline bool operator>(const Vector3i &p_v) const;
inline bool operator>=(const Vector3i &p_v) const;
operator String() const;
inline Vector3i() {}
inline Vector3i(int32_t p_x, int32_t p_y, int32_t p_z) {
x = p_x;
y = p_y;
z = p_z;
}
};
Vector3i Vector3i::abs() const {
return Vector3i(Math::abs(x), Math::abs(y), Math::abs(z));
}
Vector3i Vector3i::sign() const {
return Vector3i(Math::sign(x), Math::sign(y), Math::sign(z));
}
/* Operators */
Vector3i &Vector3i::operator+=(const Vector3i &p_v) {
x += p_v.x;
y += p_v.y;
z += p_v.z;
return *this;
}
Vector3i Vector3i::operator+(const Vector3i &p_v) const {
return Vector3i(x + p_v.x, y + p_v.y, z + p_v.z);
}
Vector3i &Vector3i::operator-=(const Vector3i &p_v) {
x -= p_v.x;
y -= p_v.y;
z -= p_v.z;
return *this;
}
Vector3i Vector3i::operator-(const Vector3i &p_v) const {
return Vector3i(x - p_v.x, y - p_v.y, z - p_v.z);
}
Vector3i &Vector3i::operator*=(const Vector3i &p_v) {
x *= p_v.x;
y *= p_v.y;
z *= p_v.z;
return *this;
}
Vector3i Vector3i::operator*(const Vector3i &p_v) const {
return Vector3i(x * p_v.x, y * p_v.y, z * p_v.z);
}
Vector3i &Vector3i::operator/=(const Vector3i &p_v) {
x /= p_v.x;
y /= p_v.y;
z /= p_v.z;
return *this;
}
Vector3i Vector3i::operator/(const Vector3i &p_v) const {
return Vector3i(x / p_v.x, y / p_v.y, z / p_v.z);
}
Vector3i &Vector3i::operator%=(const Vector3i &p_v) {
x %= p_v.x;
y %= p_v.y;
z %= p_v.z;
return *this;
}
Vector3i Vector3i::operator%(const Vector3i &p_v) const {
return Vector3i(x % p_v.x, y % p_v.y, z % p_v.z);
}
Vector3i &Vector3i::operator*=(int32_t p_scalar) {
x *= p_scalar;
y *= p_scalar;
z *= p_scalar;
return *this;
}
inline Vector3i operator*(int32_t p_scalar, const Vector3i &p_vec) {
return p_vec * p_scalar;
}
Vector3i Vector3i::operator*(int32_t p_scalar) const {
return Vector3i(x * p_scalar, y * p_scalar, z * p_scalar);
}
Vector3i &Vector3i::operator/=(int32_t p_scalar) {
x /= p_scalar;
y /= p_scalar;
z /= p_scalar;
return *this;
}
Vector3i Vector3i::operator/(int32_t p_scalar) const {
return Vector3i(x / p_scalar, y / p_scalar, z / p_scalar);
}
Vector3i &Vector3i::operator%=(int32_t p_scalar) {
x %= p_scalar;
y %= p_scalar;
z %= p_scalar;
return *this;
}
Vector3i Vector3i::operator%(int32_t p_scalar) const {
return Vector3i(x % p_scalar, y % p_scalar, z % p_scalar);
}
Vector3i Vector3i::operator-() const {
return Vector3i(-x, -y, -z);
}
bool Vector3i::operator==(const Vector3i &p_v) const {
return (x == p_v.x && y == p_v.y && z == p_v.z);
}
bool Vector3i::operator!=(const Vector3i &p_v) const {
return (x != p_v.x || y != p_v.y || z != p_v.z);
}
bool Vector3i::operator<(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z < p_v.z;
} else {
return y < p_v.y;
}
} else {
return x < p_v.x;
}
}
bool Vector3i::operator>(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z > p_v.z;
} else {
return y > p_v.y;
}
} else {
return x > p_v.x;
}
}
bool Vector3i::operator<=(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z <= p_v.z;
} else {
return y < p_v.y;
}
} else {
return x < p_v.x;
}
}
bool Vector3i::operator>=(const Vector3i &p_v) const {
if (x == p_v.x) {
if (y == p_v.y) {
return z >= p_v.z;
} else {
return y > p_v.y;
}
} else {
return x > p_v.x;
}
}
void Vector3i::zero() {
x = y = z = 0;
}
} // namespace godot
#endif // GODOT_VECTOR3I_HPP

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#include <godot_cpp/variant/aabb.hpp>
#include <godot_cpp/core/defs.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
real_t AABB::get_area() const {
return size.x * size.y * size.z;
}
bool AABB::operator==(const AABB &p_rval) const {
return ((position == p_rval.position) && (size == p_rval.size));
}
bool AABB::operator!=(const AABB &p_rval) const {
return ((position != p_rval.position) || (size != p_rval.size));
}
void AABB::merge_with(const AABB &p_aabb) {
Vector3 beg_1, beg_2;
Vector3 end_1, end_2;
Vector3 min, max;
beg_1 = position;
beg_2 = p_aabb.position;
end_1 = Vector3(size.x, size.y, size.z) + beg_1;
end_2 = Vector3(p_aabb.size.x, p_aabb.size.y, p_aabb.size.z) + beg_2;
min.x = (beg_1.x < beg_2.x) ? beg_1.x : beg_2.x;
min.y = (beg_1.y < beg_2.y) ? beg_1.y : beg_2.y;
min.z = (beg_1.z < beg_2.z) ? beg_1.z : beg_2.z;
max.x = (end_1.x > end_2.x) ? end_1.x : end_2.x;
max.y = (end_1.y > end_2.y) ? end_1.y : end_2.y;
max.z = (end_1.z > end_2.z) ? end_1.z : end_2.z;
position = min;
size = max - min;
}
bool AABB::is_equal_approx(const AABB &p_aabb) const {
return position.is_equal_approx(p_aabb.position) && size.is_equal_approx(p_aabb.size);
}
AABB AABB::intersection(const AABB &p_aabb) const {
Vector3 src_min = position;
Vector3 src_max = position + size;
Vector3 dst_min = p_aabb.position;
Vector3 dst_max = p_aabb.position + p_aabb.size;
Vector3 min, max;
if (src_min.x > dst_max.x || src_max.x < dst_min.x) {
return AABB();
} else {
min.x = (src_min.x > dst_min.x) ? src_min.x : dst_min.x;
max.x = (src_max.x < dst_max.x) ? src_max.x : dst_max.x;
}
if (src_min.y > dst_max.y || src_max.y < dst_min.y) {
return AABB();
} else {
min.y = (src_min.y > dst_min.y) ? src_min.y : dst_min.y;
max.y = (src_max.y < dst_max.y) ? src_max.y : dst_max.y;
}
if (src_min.z > dst_max.z || src_max.z < dst_min.z) {
return AABB();
} else {
min.z = (src_min.z > dst_min.z) ? src_min.z : dst_min.z;
max.z = (src_max.z < dst_max.z) ? src_max.z : dst_max.z;
}
return AABB(min, max - min);
}
bool AABB::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *r_clip, Vector3 *r_normal) const {
Vector3 c1, c2;
Vector3 end = position + size;
real_t near = -1e20;
real_t far = 1e20;
int axis = 0;
for (int i = 0; i < 3; i++) {
if (p_dir[i] == 0) {
if ((p_from[i] < position[i]) || (p_from[i] > end[i])) {
return false;
}
} else { // ray not parallel to planes in this direction
c1[i] = (position[i] - p_from[i]) / p_dir[i];
c2[i] = (end[i] - p_from[i]) / p_dir[i];
if (c1[i] > c2[i]) {
SWAP(c1, c2);
}
if (c1[i] > near) {
near = c1[i];
axis = i;
}
if (c2[i] < far) {
far = c2[i];
}
if ((near > far) || (far < 0)) {
return false;
}
}
}
if (r_clip) {
*r_clip = c1;
}
if (r_normal) {
*r_normal = Vector3();
(*r_normal)[axis] = p_dir[axis] ? -1 : 1;
}
return true;
}
bool AABB::intersects_segment(const Vector3 &p_from, const Vector3 &p_to, Vector3 *r_clip, Vector3 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 3; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max) {
max = cmax;
}
if (max < min) {
return false;
}
}
Vector3 rel = p_to - p_from;
if (r_normal) {
Vector3 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_clip) {
*r_clip = p_from + rel * min;
}
return true;
}
bool AABB::intersects_plane(const Plane &p_plane) const {
Vector3 points[8] = {
Vector3(position.x, position.y, position.z),
Vector3(position.x, position.y, position.z + size.z),
Vector3(position.x, position.y + size.y, position.z),
Vector3(position.x, position.y + size.y, position.z + size.z),
Vector3(position.x + size.x, position.y, position.z),
Vector3(position.x + size.x, position.y, position.z + size.z),
Vector3(position.x + size.x, position.y + size.y, position.z),
Vector3(position.x + size.x, position.y + size.y, position.z + size.z),
};
bool over = false;
bool under = false;
for (int i = 0; i < 8; i++) {
if (p_plane.distance_to(points[i]) > 0) {
over = true;
} else {
under = true;
}
}
return under && over;
}
Vector3 AABB::get_longest_axis() const {
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
if (size.y > max_size) {
axis = Vector3(0, 1, 0);
max_size = size.y;
}
if (size.z > max_size) {
axis = Vector3(0, 0, 1);
}
return axis;
}
int AABB::get_longest_axis_index() const {
int axis = 0;
real_t max_size = size.x;
if (size.y > max_size) {
axis = 1;
max_size = size.y;
}
if (size.z > max_size) {
axis = 2;
}
return axis;
}
Vector3 AABB::get_shortest_axis() const {
Vector3 axis(1, 0, 0);
real_t max_size = size.x;
if (size.y < max_size) {
axis = Vector3(0, 1, 0);
max_size = size.y;
}
if (size.z < max_size) {
axis = Vector3(0, 0, 1);
}
return axis;
}
int AABB::get_shortest_axis_index() const {
int axis = 0;
real_t max_size = size.x;
if (size.y < max_size) {
axis = 1;
max_size = size.y;
}
if (size.z < max_size) {
axis = 2;
}
return axis;
}
AABB AABB::merge(const AABB &p_with) const {
AABB aabb = *this;
aabb.merge_with(p_with);
return aabb;
}
AABB AABB::expand(const Vector3 &p_vector) const {
AABB aabb = *this;
aabb.expand_to(p_vector);
return aabb;
}
AABB AABB::grow(real_t p_by) const {
AABB aabb = *this;
aabb.grow_by(p_by);
return aabb;
}
void AABB::get_edge(int p_edge, Vector3 &r_from, Vector3 &r_to) const {
ERR_FAIL_INDEX(p_edge, 12);
switch (p_edge) {
case 0: {
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z);
} break;
case 1: {
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z);
} break;
case 2: {
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y, position.z + size.z);
} break;
case 3: {
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y, position.z + size.z);
} break;
case 4: {
r_from = Vector3(position.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 5: {
r_from = Vector3(position.x + size.x, position.y + size.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
case 6: {
r_from = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 7: {
r_from = Vector3(position.x, position.y + size.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 8: {
r_from = Vector3(position.x, position.y, position.z + size.z);
r_to = Vector3(position.x, position.y + size.y, position.z + size.z);
} break;
case 9: {
r_from = Vector3(position.x, position.y, position.z);
r_to = Vector3(position.x, position.y + size.y, position.z);
} break;
case 10: {
r_from = Vector3(position.x + size.x, position.y, position.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z);
} break;
case 11: {
r_from = Vector3(position.x + size.x, position.y, position.z + size.z);
r_to = Vector3(position.x + size.x, position.y + size.y, position.z + size.z);
} break;
}
}
AABB::operator String() const {
return position.operator String() + " - " + size.operator String();
}
} // namespace godot

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@ -192,6 +192,14 @@ bool String::operator!=(const char32_t *p_str) const {
return *this != String(p_str); return *this != String(p_str);
} }
const char32_t &String::operator[](int p_index) const {
return *internal::interface->string_operator_index_const((GDNativeStringPtr) this, p_index);
}
char32_t &String::operator[](int p_index) {
return *internal::interface->string_operator_index((GDNativeStringPtr) this, p_index);
}
bool operator==(const char *p_chr, const String &p_str) { bool operator==(const char *p_chr, const String &p_str) {
return p_str == String(p_chr); return p_str == String(p_chr);
} }

532
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@ -0,0 +1,532 @@
#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/color.hpp>
#include <godot_cpp/variant/color_names.inc.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
uint32_t Color::to_argb32() const {
uint32_t c = (uint8_t)Math::round(a * 255);
c <<= 8;
c |= (uint8_t)Math::round(r * 255);
c <<= 8;
c |= (uint8_t)Math::round(g * 255);
c <<= 8;
c |= (uint8_t)Math::round(b * 255);
return c;
}
uint32_t Color::to_abgr32() const {
uint32_t c = (uint8_t)Math::round(a * 255);
c <<= 8;
c |= (uint8_t)Math::round(b * 255);
c <<= 8;
c |= (uint8_t)Math::round(g * 255);
c <<= 8;
c |= (uint8_t)Math::round(r * 255);
return c;
}
uint32_t Color::to_rgba32() const {
uint32_t c = (uint8_t)Math::round(r * 255);
c <<= 8;
c |= (uint8_t)Math::round(g * 255);
c <<= 8;
c |= (uint8_t)Math::round(b * 255);
c <<= 8;
c |= (uint8_t)Math::round(a * 255);
return c;
}
uint64_t Color::to_abgr64() const {
uint64_t c = (uint16_t)Math::round(a * 65535);
c <<= 16;
c |= (uint16_t)Math::round(b * 65535);
c <<= 16;
c |= (uint16_t)Math::round(g * 65535);
c <<= 16;
c |= (uint16_t)Math::round(r * 65535);
return c;
}
uint64_t Color::to_argb64() const {
uint64_t c = (uint16_t)Math::round(a * 65535);
c <<= 16;
c |= (uint16_t)Math::round(r * 65535);
c <<= 16;
c |= (uint16_t)Math::round(g * 65535);
c <<= 16;
c |= (uint16_t)Math::round(b * 65535);
return c;
}
uint64_t Color::to_rgba64() const {
uint64_t c = (uint16_t)Math::round(r * 65535);
c <<= 16;
c |= (uint16_t)Math::round(g * 65535);
c <<= 16;
c |= (uint16_t)Math::round(b * 65535);
c <<= 16;
c |= (uint16_t)Math::round(a * 65535);
return c;
}
float Color::get_h() const {
float min = Math::min(r, g);
min = Math::min(min, b);
float max = Math::max(r, g);
max = Math::max(max, b);
float delta = max - min;
if (delta == 0) {
return 0;
}
float h;
if (r == max) {
h = (g - b) / delta; // between yellow & magenta
} else if (g == max) {
h = 2 + (b - r) / delta; // between cyan & yellow
} else {
h = 4 + (r - g) / delta; // between magenta & cyan
}
h /= 6.0;
if (h < 0) {
h += 1.0;
}
return h;
}
float Color::get_s() const {
float min = Math::min(r, g);
min = Math::min(min, b);
float max = Math::max(r, g);
max = Math::max(max, b);
float delta = max - min;
return (max != 0) ? (delta / max) : 0;
}
float Color::get_v() const {
float max = Math::max(r, g);
max = Math::max(max, b);
return max;
}
void Color::set_hsv(float p_h, float p_s, float p_v, float p_alpha) {
int i;
float f, p, q, t;
a = p_alpha;
if (p_s == 0) {
// Achromatic (grey)
r = g = b = p_v;
return;
}
p_h *= 6.0;
p_h = Math::fmod(p_h, 6);
i = Math::floor(p_h);
f = p_h - i;
p = p_v * (1 - p_s);
q = p_v * (1 - p_s * f);
t = p_v * (1 - p_s * (1 - f));
switch (i) {
case 0: // Red is the dominant color
r = p_v;
g = t;
b = p;
break;
case 1: // Green is the dominant color
r = q;
g = p_v;
b = p;
break;
case 2:
r = p;
g = p_v;
b = t;
break;
case 3: // Blue is the dominant color
r = p;
g = q;
b = p_v;
break;
case 4:
r = t;
g = p;
b = p_v;
break;
default: // (5) Red is the dominant color
r = p_v;
g = p;
b = q;
break;
}
}
bool Color::is_equal_approx(const Color &p_color) const {
return Math::is_equal_approx(r, p_color.r) && Math::is_equal_approx(g, p_color.g) && Math::is_equal_approx(b, p_color.b) && Math::is_equal_approx(a, p_color.a);
}
void Color::invert() {
r = 1.0 - r;
g = 1.0 - g;
b = 1.0 - b;
}
Color Color::hex(uint32_t p_hex) {
float a = (p_hex & 0xFF) / 255.0;
p_hex >>= 8;
float b = (p_hex & 0xFF) / 255.0;
p_hex >>= 8;
float g = (p_hex & 0xFF) / 255.0;
p_hex >>= 8;
float r = (p_hex & 0xFF) / 255.0;
return Color(r, g, b, a);
}
Color Color::hex64(uint64_t p_hex) {
float a = (p_hex & 0xFFFF) / 65535.0;
p_hex >>= 16;
float b = (p_hex & 0xFFFF) / 65535.0;
p_hex >>= 16;
float g = (p_hex & 0xFFFF) / 65535.0;
p_hex >>= 16;
float r = (p_hex & 0xFFFF) / 65535.0;
return Color(r, g, b, a);
}
Color Color::from_rgbe9995(uint32_t p_rgbe) {
float r = p_rgbe & 0x1ff;
float g = (p_rgbe >> 9) & 0x1ff;
float b = (p_rgbe >> 18) & 0x1ff;
float e = (p_rgbe >> 27);
float m = Math::pow(2, e - 15.0 - 9.0);
float rd = r * m;
float gd = g * m;
float bd = b * m;
return Color(rd, gd, bd, 1.0f);
}
static int _parse_col4(const String &p_str, int p_ofs) {
char character = p_str[p_ofs];
if (character >= '0' && character <= '9') {
return character - '0';
} else if (character >= 'a' && character <= 'f') {
return character + (10 - 'a');
} else if (character >= 'A' && character <= 'F') {
return character + (10 - 'A');
}
return -1;
}
static int _parse_col8(const String &p_str, int p_ofs) {
return _parse_col4(p_str, p_ofs) * 16 + _parse_col4(p_str, p_ofs + 1);
}
Color Color::inverted() const {
Color c = *this;
c.invert();
return c;
}
Color Color::html(const String &p_rgba) {
String color = p_rgba;
if (color.length() == 0) {
return Color();
}
if (color[0] == '#') {
color = color.substr(1);
}
// If enabled, use 1 hex digit per channel instead of 2.
// Other sizes aren't in the HTML/CSS spec but we could add them if desired.
bool is_shorthand = color.length() < 5;
bool alpha = false;
if (color.length() == 8) {
alpha = true;
} else if (color.length() == 6) {
alpha = false;
} else if (color.length() == 4) {
alpha = true;
} else if (color.length() == 3) {
alpha = false;
} else {
ERR_FAIL_V(Color());
}
float r, g, b, a = 1.0;
if (is_shorthand) {
r = _parse_col4(color, 0) / 15.0;
g = _parse_col4(color, 1) / 15.0;
b = _parse_col4(color, 2) / 15.0;
if (alpha) {
a = _parse_col4(color, 3) / 15.0;
}
} else {
r = _parse_col8(color, 0) / 255.0;
g = _parse_col8(color, 2) / 255.0;
b = _parse_col8(color, 4) / 255.0;
if (alpha) {
a = _parse_col8(color, 6) / 255.0;
}
}
ERR_FAIL_COND_V(r < 0, Color());
ERR_FAIL_COND_V(g < 0, Color());
ERR_FAIL_COND_V(b < 0, Color());
ERR_FAIL_COND_V(a < 0, Color());
return Color(r, g, b, a);
}
bool Color::html_is_valid(const String &p_color) {
String color = p_color;
if (color.length() == 0) {
return false;
}
if (color[0] == '#') {
color = color.substr(1);
}
// Check if the amount of hex digits is valid.
int len = color.length();
if (!(len == 3 || len == 4 || len == 6 || len == 8)) {
return false;
}
// Check if each hex digit is valid.
for (int i = 0; i < len; i++) {
if (_parse_col4(color, i) == -1) {
return false;
}
}
return true;
}
Color Color::named(const String &p_name) {
int idx = find_named_color(p_name);
if (idx == -1) {
ERR_FAIL_V(Color());
return Color();
}
return get_named_color(idx);
}
Color Color::named(const String &p_name, const Color &p_default) {
int idx = find_named_color(p_name);
if (idx == -1) {
return p_default;
}
return get_named_color(idx);
}
int Color::find_named_color(const String &p_name) {
String name = p_name;
// Normalize name
name = name.replace(" ", "");
name = name.replace("-", "");
name = name.replace("_", "");
name = name.replace("'", "");
name = name.replace(".", "");
name = name.to_lower();
int idx = 0;
while (named_colors[idx].name != nullptr) {
if (name == String(named_colors[idx].name)) {
return idx;
}
idx++;
}
return -1;
}
int Color::get_named_color_count() {
int idx = 0;
while (named_colors[idx].name != nullptr) {
idx++;
}
return idx;
}
String Color::get_named_color_name(int p_idx) {
return named_colors[p_idx].name;
}
Color Color::get_named_color(int p_idx) {
return named_colors[p_idx].color;
}
// For a version that errors on invalid values instead of returning
// a default color, use the Color(String) constructor instead.
Color Color::from_string(const String &p_string, const Color &p_default) {
if (html_is_valid(p_string)) {
return html(p_string);
} else {
return named(p_string, p_default);
}
}
String _to_hex(float p_val) {
int v = Math::round(p_val * 255);
v = Math::clamp(v, 0, 255);
String ret;
for (int i = 0; i < 2; i++) {
char32_t c[2] = { 0, 0 };
int lv = v & 0xF;
if (lv < 10) {
c[0] = '0' + lv;
} else {
c[0] = 'a' + lv - 10;
}
v >>= 4;
String cs = (const char32_t *)c;
ret = cs + ret;
}
return ret;
}
String Color::to_html(bool p_alpha) const {
String txt;
txt = txt + _to_hex(g);
txt = txt + _to_hex(b);
txt = txt + _to_hex(r);
if (p_alpha) {
txt = txt + _to_hex(a);
}
return txt;
}
Color Color::from_hsv(float p_h, float p_s, float p_v, float p_a) {
Color result;
result.set_hsv(p_h, p_s, p_v, p_a);
return result;
}
Color::operator String() const {
return String::num(r, 3) + ", " + String::num(g, 3) + ", " + String::num(b, 3) + ", " + String::num(a, 3);
}
Color Color::operator+(const Color &p_color) const {
return Color(
r + p_color.r,
g + p_color.g,
b + p_color.b,
a + p_color.a);
}
void Color::operator+=(const Color &p_color) {
r = r + p_color.r;
g = g + p_color.g;
b = b + p_color.b;
a = a + p_color.a;
}
Color Color::operator-(const Color &p_color) const {
return Color(
r - p_color.r,
g - p_color.g,
b - p_color.b,
a - p_color.a);
}
void Color::operator-=(const Color &p_color) {
r = r - p_color.r;
g = g - p_color.g;
b = b - p_color.b;
a = a - p_color.a;
}
Color Color::operator*(const Color &p_color) const {
return Color(
r * p_color.r,
g * p_color.g,
b * p_color.b,
a * p_color.a);
}
Color Color::operator*(float p_scalar) const {
return Color(
r * p_scalar,
g * p_scalar,
b * p_scalar,
a * p_scalar);
}
void Color::operator*=(const Color &p_color) {
r = r * p_color.r;
g = g * p_color.g;
b = b * p_color.b;
a = a * p_color.a;
}
void Color::operator*=(float p_scalar) {
r = r * p_scalar;
g = g * p_scalar;
b = b * p_scalar;
a = a * p_scalar;
}
Color Color::operator/(const Color &p_color) const {
return Color(
r / p_color.r,
g / p_color.g,
b / p_color.b,
a / p_color.a);
}
Color Color::operator/(float p_scalar) const {
return Color(
r / p_scalar,
g / p_scalar,
b / p_scalar,
a / p_scalar);
}
void Color::operator/=(const Color &p_color) {
r = r / p_color.r;
g = g / p_color.g;
b = b / p_color.b;
a = a / p_color.a;
}
void Color::operator/=(float p_scalar) {
r = r / p_scalar;
g = g / p_scalar;
b = b / p_scalar;
a = a / p_scalar;
}
Color Color::operator-() const {
return Color(
1.0 - r,
1.0 - g,
1.0 - b,
1.0 - a);
}
} // namespace godot

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// extra functions for packed arrays
#include <godot_cpp/godot.hpp>
#include <godot_cpp/variant/packed_byte_array.hpp>
#include <godot_cpp/variant/packed_color_array.hpp>
#include <godot_cpp/variant/packed_float32_array.hpp>
#include <godot_cpp/variant/packed_float64_array.hpp>
#include <godot_cpp/variant/packed_int32_array.hpp>
#include <godot_cpp/variant/packed_int64_array.hpp>
#include <godot_cpp/variant/packed_string_array.hpp>
#include <godot_cpp/variant/packed_vector2_array.hpp>
#include <godot_cpp/variant/packed_vector3_array.hpp>
namespace godot {
const uint8_t &PackedByteArray::operator[](int p_index) const {
return *internal::interface->packed_byte_array_operator_index_const((GDNativeTypePtr *)this, p_index);
}
uint8_t &PackedByteArray::operator[](int p_index) {
return *internal::interface->packed_byte_array_operator_index((GDNativeTypePtr *)this, p_index);
}
const Color &PackedColorArray::operator[](int p_index) const {
const Color *color = (const Color *) internal::interface->packed_color_array_operator_index_const((GDNativeTypePtr *)this, p_index);
return *color;
}
Color &PackedColorArray::operator[](int p_index) {
Color *color = (Color *) internal::interface->packed_color_array_operator_index((GDNativeTypePtr *)this, p_index);
return *color;
}
const float &PackedFloat32Array::operator[](int p_index) const {
return *internal::interface->packed_float32_array_operator_index_const((GDNativeTypePtr *)this, p_index);
}
float &PackedFloat32Array::operator[](int p_index) {
return *internal::interface->packed_float32_array_operator_index((GDNativeTypePtr *)this, p_index);
}
const double &PackedFloat64Array::operator[](int p_index) const {
return *internal::interface->packed_float64_array_operator_index_const((GDNativeTypePtr *)this, p_index);
}
double &PackedFloat64Array::operator[](int p_index) {
return *internal::interface->packed_float64_array_operator_index((GDNativeTypePtr *)this, p_index);
}
const int32_t &PackedInt32Array::operator[](int p_index) const {
return *internal::interface->packed_int32_array_operator_index_const((GDNativeTypePtr *)this, p_index);
}
int32_t &PackedInt32Array::operator[](int p_index) {
return *internal::interface->packed_int32_array_operator_index((GDNativeTypePtr *)this, p_index);
}
const int64_t &PackedInt64Array::operator[](int p_index) const {
return *internal::interface->packed_int64_array_operator_index_const((GDNativeTypePtr *)this, p_index);
}
int64_t &PackedInt64Array::operator[](int p_index) {
return *internal::interface->packed_int64_array_operator_index((GDNativeTypePtr *)this, p_index);
}
const String &PackedStringArray::operator[](int p_index) const {
const String *string = (const String *) internal::interface->packed_string_array_operator_index_const((GDNativeTypePtr *)this, p_index);
return *string;
}
String &PackedStringArray::operator[](int p_index) {
String *string = (String *) internal::interface->packed_string_array_operator_index((GDNativeTypePtr *)this, p_index);
return *string;
}
const Vector2 &PackedVector2Array::operator[](int p_index) const {
const Vector2 *vec = (const Vector2 *) internal::interface->packed_vector2_array_operator_index_const((GDNativeTypePtr *)this, p_index);
return *vec;
}
Vector2 &PackedVector2Array::operator[](int p_index) {
Vector2 *vec = (Vector2 *) internal::interface->packed_vector2_array_operator_index((GDNativeTypePtr *)this, p_index);
return *vec;
}
const Vector3 &PackedVector3Array::operator[](int p_index) const {
const Vector3 *vec = (const Vector3 *) internal::interface->packed_vector3_array_operator_index_const((GDNativeTypePtr *)this, p_index);
return *vec;
}
Vector3 &PackedVector3Array::operator[](int p_index) {
Vector3 *vec = (Vector3 *) internal::interface->packed_vector3_array_operator_index((GDNativeTypePtr *)this, p_index);
return *vec;
}
} // namespace godot

127
src/variant/plane.cpp Normal file
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#include <godot_cpp/variant/plane.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
void Plane::set_normal(const Vector3 &p_normal) {
normal = p_normal;
}
void Plane::normalize() {
real_t l = normal.length();
if (l == 0) {
*this = Plane(0, 0, 0, 0);
return;
}
normal /= l;
d /= l;
}
Plane Plane::normalized() const {
Plane p = *this;
p.normalize();
return p;
}
Vector3 Plane::get_any_perpendicular_normal() const {
static const Vector3 p1 = Vector3(1, 0, 0);
static const Vector3 p2 = Vector3(0, 1, 0);
Vector3 p;
if (Math::abs(normal.dot(p1)) > 0.99) { // if too similar to p1
p = p2; // use p2
} else {
p = p1; // use p1
}
p -= normal * normal.dot(p);
p.normalize();
return p;
}
/* intersections */
bool Plane::intersect_3(const Plane &p_plane1, const Plane &p_plane2, Vector3 *r_result) const {
const Plane &p_plane0 = *this;
Vector3 normal0 = p_plane0.normal;
Vector3 normal1 = p_plane1.normal;
Vector3 normal2 = p_plane2.normal;
real_t denom = vec3_cross(normal0, normal1).dot(normal2);
if (Math::is_zero_approx(denom)) {
return false;
}
if (r_result) {
*r_result = ((vec3_cross(normal1, normal2) * p_plane0.d) +
(vec3_cross(normal2, normal0) * p_plane1.d) +
(vec3_cross(normal0, normal1) * p_plane2.d)) /
denom;
}
return true;
}
bool Plane::intersects_ray(const Vector3 &p_from, const Vector3 &p_dir, Vector3 *p_intersection) const {
Vector3 segment = p_dir;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (Math::is_zero_approx(den)) {
return false;
}
real_t dist = (normal.dot(p_from) - d) / den;
//printf("dist is %i\n",dist);
if (dist > CMP_EPSILON) { //this is a ray, before the emitting pos (p_from) doesn't exist
return false;
}
dist = -dist;
*p_intersection = p_from + segment * dist;
return true;
}
bool Plane::intersects_segment(const Vector3 &p_begin, const Vector3 &p_end, Vector3 *p_intersection) const {
Vector3 segment = p_begin - p_end;
real_t den = normal.dot(segment);
//printf("den is %i\n",den);
if (Math::is_zero_approx(den)) {
return false;
}
real_t dist = (normal.dot(p_begin) - d) / den;
//printf("dist is %i\n",dist);
if (dist < -CMP_EPSILON || dist > (1.0 + CMP_EPSILON)) {
return false;
}
dist = -dist;
*p_intersection = p_begin + segment * dist;
return true;
}
/* misc */
bool Plane::is_equal_approx_any_side(const Plane &p_plane) const {
return (normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d)) || (normal.is_equal_approx(-p_plane.normal) && Math::is_equal_approx(d, -p_plane.d));
}
bool Plane::is_equal_approx(const Plane &p_plane) const {
return normal.is_equal_approx(p_plane.normal) && Math::is_equal_approx(d, p_plane.d);
}
Plane::operator String() const {
return normal.operator String() + ", " + String::num(d,3);
}
} // namespace godot

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#include <godot_cpp/variant/quaternion.hpp>
#include <godot_cpp/variant/basis.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
// get_euler_xyz returns a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.
// This implementation uses XYZ convention (Z is the first rotation).
Vector3 Quaternion::get_euler_xyz() const {
Basis m(*this);
return m.get_euler_xyz();
}
// get_euler_yxz returns a vector containing the Euler angles in the format
// (ax,ay,az), where ax is the angle of rotation around x axis,
// and similar for other axes.
// This implementation uses YXZ convention (Z is the first rotation).
Vector3 Quaternion::get_euler_yxz() const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), Vector3(0, 0, 0));
#endif
Basis m(*this);
return m.get_euler_yxz();
}
void Quaternion::operator*=(const Quaternion &p_q) {
x = w * p_q.x + x * p_q.w + y * p_q.z - z * p_q.y;
y = w * p_q.y + y * p_q.w + z * p_q.x - x * p_q.z;
z = w * p_q.z + z * p_q.w + x * p_q.y - y * p_q.x;
w = w * p_q.w - x * p_q.x - y * p_q.y - z * p_q.z;
}
Quaternion Quaternion::operator*(const Quaternion &p_q) const {
Quaternion r = *this;
r *= p_q;
return r;
}
bool Quaternion::is_equal_approx(const Quaternion &p_quat) const {
return Math::is_equal_approx(x, p_quat.x) && Math::is_equal_approx(y, p_quat.y) && Math::is_equal_approx(z, p_quat.z) && Math::is_equal_approx(w, p_quat.w);
}
real_t Quaternion::length() const {
return Math::sqrt(length_squared());
}
void Quaternion::normalize() {
*this /= length();
}
Quaternion Quaternion::normalized() const {
return *this / length();
}
bool Quaternion::is_normalized() const {
return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON); //use less epsilon
}
Quaternion Quaternion::inverse() const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), Quaternion());
#endif
return Quaternion(-x, -y, -z, w);
}
Quaternion Quaternion::slerp(const Quaternion &p_to, const real_t &p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), Quaternion());
ERR_FAIL_COND_V(!p_to.is_normalized(), Quaternion());
#endif
Quaternion to1;
real_t omega, cosom, sinom, scale0, scale1;
// calc cosine
cosom = dot(p_to);
// adjust signs (if necessary)
if (cosom < 0.0) {
cosom = -cosom;
to1.x = -p_to.x;
to1.y = -p_to.y;
to1.z = -p_to.z;
to1.w = -p_to.w;
} else {
to1.x = p_to.x;
to1.y = p_to.y;
to1.z = p_to.z;
to1.w = p_to.w;
}
// calculate coefficients
if ((1.0 - cosom) > CMP_EPSILON) {
// standard case (slerp)
omega = Math::acos(cosom);
sinom = Math::sin(omega);
scale0 = Math::sin((1.0 - p_weight) * omega) / sinom;
scale1 = Math::sin(p_weight * omega) / sinom;
} else {
// "from" and "to" quaternions are very close
// ... so we can do a linear interpolation
scale0 = 1.0 - p_weight;
scale1 = p_weight;
}
// calculate final values
return Quaternion(
scale0 * x + scale1 * to1.x,
scale0 * y + scale1 * to1.y,
scale0 * z + scale1 * to1.z,
scale0 * w + scale1 * to1.w);
}
Quaternion Quaternion::slerpni(const Quaternion &p_to, const real_t &p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), Quaternion());
ERR_FAIL_COND_V(!p_to.is_normalized(), Quaternion());
#endif
const Quaternion &from = *this;
real_t dot = from.dot(p_to);
if (Math::abs(dot) > 0.9999) {
return from;
}
real_t theta = Math::acos(dot),
sinT = 1.0 / Math::sin(theta),
newFactor = Math::sin(p_weight * theta) * sinT,
invFactor = Math::sin((1.0 - p_weight) * theta) * sinT;
return Quaternion(invFactor * from.x + newFactor * p_to.x,
invFactor * from.y + newFactor * p_to.y,
invFactor * from.z + newFactor * p_to.z,
invFactor * from.w + newFactor * p_to.w);
}
Quaternion Quaternion::cubic_slerp(const Quaternion &p_b, const Quaternion &p_pre_a, const Quaternion &p_post_b, const real_t &p_weight) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!is_normalized(), Quaternion());
ERR_FAIL_COND_V(!p_b.is_normalized(), Quaternion());
#endif
//the only way to do slerp :|
real_t t2 = (1.0 - p_weight) * p_weight * 2;
Quaternion sp = this->slerp(p_b, p_weight);
Quaternion sq = p_pre_a.slerpni(p_post_b, p_weight);
return sp.slerpni(sq, t2);
}
Quaternion::operator String() const {
return String::num(x, 5) + ", " + String::num(y, 5) + ", " + String::num(z, 5) + ", " + String::num(w, 5);
}
Quaternion::Quaternion(const Vector3 &p_axis, real_t p_angle) {
#ifdef MATH_CHECKS
ERR_FAIL_COND(!p_axis.is_normalized());
#endif
real_t d = p_axis.length();
if (d == 0) {
x = 0;
y = 0;
z = 0;
w = 0;
} else {
real_t sin_angle = Math::sin(p_angle * 0.5);
real_t cos_angle = Math::cos(p_angle * 0.5);
real_t s = sin_angle / d;
x = p_axis.x * s;
y = p_axis.y * s;
z = p_axis.z * s;
w = cos_angle;
}
}
// Euler constructor expects a vector containing the Euler angles in the format
// (ax, ay, az), where ax is the angle of rotation around x axis,
// and similar for other axes.
// This implementation uses YXZ convention (Z is the first rotation).
Quaternion::Quaternion(const Vector3 &p_euler) {
real_t half_a1 = p_euler.y * 0.5;
real_t half_a2 = p_euler.x * 0.5;
real_t half_a3 = p_euler.z * 0.5;
// R = Y(a1).X(a2).Z(a3) convention for Euler angles.
// Conversion to quaternion as listed in https://ntrs.nasa.gov/archive/nasa/casi.ntrs.nasa.gov/19770024290.pdf (page A-6)
// a3 is the angle of the first rotation, following the notation in this reference.
real_t cos_a1 = Math::cos(half_a1);
real_t sin_a1 = Math::sin(half_a1);
real_t cos_a2 = Math::cos(half_a2);
real_t sin_a2 = Math::sin(half_a2);
real_t cos_a3 = Math::cos(half_a3);
real_t sin_a3 = Math::sin(half_a3);
x = sin_a1 * cos_a2 * sin_a3 + cos_a1 * sin_a2 * cos_a3;
y = sin_a1 * cos_a2 * cos_a3 - cos_a1 * sin_a2 * sin_a3;
z = -sin_a1 * sin_a2 * cos_a3 + cos_a1 * cos_a2 * sin_a3;
w = sin_a1 * sin_a2 * sin_a3 + cos_a1 * cos_a2 * cos_a3;
}
} // namespace godot

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#include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/transform2d.hpp>
namespace godot {
bool Rect2::is_equal_approx(const Rect2 &p_rect) const {
return position.is_equal_approx(p_rect.position) && size.is_equal_approx(p_rect.size);
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 2; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max) {
max = cmax;
}
if (max < min) {
return false;
}
}
Vector2 rel = p_to - p_from;
if (r_normal) {
Vector2 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_pos) {
*r_pos = p_from + rel * min;
}
return true;
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
//SAT intersection between local and transformed rect2
Vector2 xf_points[4] = {
p_xform.xform(p_rect.position),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)),
p_xform.xform(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
};
real_t low_limit;
//base rect2 first (faster)
if (xf_points[0].y > position.y) {
goto next1;
}
if (xf_points[1].y > position.y) {
goto next1;
}
if (xf_points[2].y > position.y) {
goto next1;
}
if (xf_points[3].y > position.y) {
goto next1;
}
return false;
next1:
low_limit = position.y + size.y;
if (xf_points[0].y < low_limit) {
goto next2;
}
if (xf_points[1].y < low_limit) {
goto next2;
}
if (xf_points[2].y < low_limit) {
goto next2;
}
if (xf_points[3].y < low_limit) {
goto next2;
}
return false;
next2:
if (xf_points[0].x > position.x) {
goto next3;
}
if (xf_points[1].x > position.x) {
goto next3;
}
if (xf_points[2].x > position.x) {
goto next3;
}
if (xf_points[3].x > position.x) {
goto next3;
}
return false;
next3:
low_limit = position.x + size.x;
if (xf_points[0].x < low_limit) {
goto next4;
}
if (xf_points[1].x < low_limit) {
goto next4;
}
if (xf_points[2].x < low_limit) {
goto next4;
}
if (xf_points[3].x < low_limit) {
goto next4;
}
return false;
next4:
Vector2 xf_points2[4] = {
position,
Vector2(position.x + size.x, position.y),
Vector2(position.x, position.y + size.y),
Vector2(position.x + size.x, position.y + size.y),
};
real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
real_t mina = maxa;
real_t dp = p_xform.elements[0].dot(xf_points2[1]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[2]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[3]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
real_t maxb = p_xform.elements[0].dot(xf_points[0]);
real_t minb = maxb;
dp = p_xform.elements[0].dot(xf_points[1]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[0].dot(xf_points[2]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[0].dot(xf_points[3]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
if (mina > maxb) {
return false;
}
if (minb > maxa) {
return false;
}
maxa = p_xform.elements[1].dot(xf_points2[0]);
mina = maxa;
dp = p_xform.elements[1].dot(xf_points2[1]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[2]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[3]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
maxb = p_xform.elements[1].dot(xf_points[0]);
minb = maxb;
dp = p_xform.elements[1].dot(xf_points[1]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[1].dot(xf_points[2]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[1].dot(xf_points[3]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
if (mina > maxb) {
return false;
}
if (minb > maxa) {
return false;
}
return true;
}
} // namespace godot

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#include <godot_cpp/variant/rect2i.hpp>
// No implementation left. This is here to add the header as a compiled unit.

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#include <godot_cpp/variant/transform2d.hpp>
namespace godot {
void Transform2D::invert() {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
// Transform2D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
SWAP(elements[0][1], elements[1][0]);
elements[2] = basis_xform(-elements[2]);
}
Transform2D Transform2D::inverse() const {
Transform2D inv = *this;
inv.invert();
return inv;
}
void Transform2D::affine_invert() {
real_t det = basis_determinant();
#ifdef MATH_CHECKS
ERR_FAIL_COND(det == 0);
#endif
real_t idet = 1.0 / det;
SWAP(elements[0][0], elements[1][1]);
elements[0] *= Vector2(idet, -idet);
elements[1] *= Vector2(-idet, idet);
elements[2] = basis_xform(-elements[2]);
}
Transform2D Transform2D::affine_inverse() const {
Transform2D inv = *this;
inv.affine_invert();
return inv;
}
void Transform2D::rotate(real_t p_phi) {
*this = Transform2D(p_phi, Vector2()) * (*this);
}
real_t Transform2D::get_skew() const {
real_t det = basis_determinant();
return Math::acos(elements[0].normalized().dot(Math::sign(det) * elements[1].normalized())) - Math_PI * 0.5;
}
void Transform2D::set_skew(float p_angle) {
real_t det = basis_determinant();
elements[1] = Math::sign(det) * elements[0].rotated((Math_PI * 0.5 + p_angle)).normalized() * elements[1].length();
}
real_t Transform2D::get_rotation() const {
return Math::atan2(elements[0].y, elements[0].x);
}
void Transform2D::set_rotation(real_t p_rot) {
Size2 scale = get_scale();
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
elements[0][0] = cr;
elements[0][1] = sr;
elements[1][0] = -sr;
elements[1][1] = cr;
set_scale(scale);
}
Transform2D::Transform2D(real_t p_rot, const Vector2 &p_pos) {
real_t cr = Math::cos(p_rot);
real_t sr = Math::sin(p_rot);
elements[0][0] = cr;
elements[0][1] = sr;
elements[1][0] = -sr;
elements[1][1] = cr;
elements[2] = p_pos;
}
Size2 Transform2D::get_scale() const {
real_t det_sign = Math::sign(basis_determinant());
return Size2(elements[0].length(), det_sign * elements[1].length());
}
void Transform2D::set_scale(const Size2 &p_scale) {
elements[0].normalize();
elements[1].normalize();
elements[0] *= p_scale.x;
elements[1] *= p_scale.y;
}
void Transform2D::scale(const Size2 &p_scale) {
scale_basis(p_scale);
elements[2] *= p_scale;
}
void Transform2D::scale_basis(const Size2 &p_scale) {
elements[0][0] *= p_scale.x;
elements[0][1] *= p_scale.y;
elements[1][0] *= p_scale.x;
elements[1][1] *= p_scale.y;
}
void Transform2D::translate(real_t p_tx, real_t p_ty) {
translate(Vector2(p_tx, p_ty));
}
void Transform2D::translate(const Vector2 &p_translation) {
elements[2] += basis_xform(p_translation);
}
void Transform2D::orthonormalize() {
// Gram-Schmidt Process
Vector2 x = elements[0];
Vector2 y = elements[1];
x.normalize();
y = (y - x * (x.dot(y)));
y.normalize();
elements[0] = x;
elements[1] = y;
}
Transform2D Transform2D::orthonormalized() const {
Transform2D on = *this;
on.orthonormalize();
return on;
}
bool Transform2D::is_equal_approx(const Transform2D &p_transform) const {
return elements[0].is_equal_approx(p_transform.elements[0]) && elements[1].is_equal_approx(p_transform.elements[1]) && elements[2].is_equal_approx(p_transform.elements[2]);
}
bool Transform2D::operator==(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i]) {
return false;
}
}
return true;
}
bool Transform2D::operator!=(const Transform2D &p_transform) const {
for (int i = 0; i < 3; i++) {
if (elements[i] != p_transform.elements[i]) {
return true;
}
}
return false;
}
void Transform2D::operator*=(const Transform2D &p_transform) {
elements[2] = xform(p_transform.elements[2]);
real_t x0, x1, y0, y1;
x0 = tdotx(p_transform.elements[0]);
x1 = tdoty(p_transform.elements[0]);
y0 = tdotx(p_transform.elements[1]);
y1 = tdoty(p_transform.elements[1]);
elements[0][0] = x0;
elements[0][1] = x1;
elements[1][0] = y0;
elements[1][1] = y1;
}
Transform2D Transform2D::operator*(const Transform2D &p_transform) const {
Transform2D t = *this;
t *= p_transform;
return t;
}
Transform2D Transform2D::scaled(const Size2 &p_scale) const {
Transform2D copy = *this;
copy.scale(p_scale);
return copy;
}
Transform2D Transform2D::basis_scaled(const Size2 &p_scale) const {
Transform2D copy = *this;
copy.scale_basis(p_scale);
return copy;
}
Transform2D Transform2D::untranslated() const {
Transform2D copy = *this;
copy.elements[2] = Vector2();
return copy;
}
Transform2D Transform2D::translated(const Vector2 &p_offset) const {
Transform2D copy = *this;
copy.translate(p_offset);
return copy;
}
Transform2D Transform2D::rotated(real_t p_phi) const {
Transform2D copy = *this;
copy.rotate(p_phi);
return copy;
}
real_t Transform2D::basis_determinant() const {
return elements[0].x * elements[1].y - elements[0].y * elements[1].x;
}
Transform2D Transform2D::interpolate_with(const Transform2D &p_transform, real_t p_c) const {
//extract parameters
Vector2 p1 = get_origin();
Vector2 p2 = p_transform.get_origin();
real_t r1 = get_rotation();
real_t r2 = p_transform.get_rotation();
Size2 s1 = get_scale();
Size2 s2 = p_transform.get_scale();
//slerp rotation
Vector2 v1(Math::cos(r1), Math::sin(r1));
Vector2 v2(Math::cos(r2), Math::sin(r2));
real_t dot = v1.dot(v2);
dot = Math::clamp(dot, (real_t)-1.0, (real_t)1.0);
Vector2 v;
if (dot > 0.9995) {
v = v1.lerp(v2, p_c).normalized(); //linearly interpolate to avoid numerical precision issues
} else {
real_t angle = p_c * Math::acos(dot);
Vector2 v3 = (v2 - v1 * dot).normalized();
v = v1 * Math::cos(angle) + v3 * Math::sin(angle);
}
//construct matrix
Transform2D res(Math::atan2(v.y, v.x), p1.lerp(p2, p_c));
res.scale_basis(s1.lerp(s2, p_c));
return res;
}
Transform2D::operator String() const {
return elements[0].operator String() + ", " + elements[1].operator String() + ", " + elements[2].operator String();
}
} // namespace godot

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#include <godot_cpp/variant/transform3d.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
void Transform3D::affine_invert() {
basis.invert();
origin = basis.xform(-origin);
}
Transform3D Transform3D::affine_inverse() const {
Transform3D ret = *this;
ret.affine_invert();
return ret;
}
void Transform3D::invert() {
basis.transpose();
origin = basis.xform(-origin);
}
Transform3D Transform3D::inverse() const {
// FIXME: this function assumes the basis is a rotation matrix, with no scaling.
// Transform3D::affine_inverse can handle matrices with scaling, so GDScript should eventually use that.
Transform3D ret = *this;
ret.invert();
return ret;
}
void Transform3D::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = rotated(p_axis, p_phi);
}
Transform3D Transform3D::rotated(const Vector3 &p_axis, real_t p_phi) const {
return Transform3D(Basis(p_axis, p_phi), Vector3()) * (*this);
}
void Transform3D::rotate_basis(const Vector3 &p_axis, real_t p_phi) {
basis.rotate(p_axis, p_phi);
}
Transform3D Transform3D::looking_at(const Vector3 &p_target, const Vector3 &p_up) const {
Transform3D t = *this;
t.set_look_at(origin, p_target, p_up);
return t;
}
void Transform3D::set_look_at(const Vector3 &p_eye, const Vector3 &p_target, const Vector3 &p_up) {
#ifdef MATH_CHECKS
ERR_FAIL_COND(p_eye == p_target);
ERR_FAIL_COND(p_up.length() == 0);
#endif
// RefCounted: MESA source code
Vector3 v_x, v_y, v_z;
/* Make rotation matrix */
/* Z vector */
v_z = p_eye - p_target;
v_z.normalize();
v_y = p_up;
v_x = v_y.cross(v_z);
#ifdef MATH_CHECKS
ERR_FAIL_COND(v_x.length() == 0);
#endif
/* Recompute Y = Z cross X */
v_y = v_z.cross(v_x);
v_x.normalize();
v_y.normalize();
basis.set(v_x, v_y, v_z);
origin = p_eye;
}
Transform3D Transform3D::interpolate_with(const Transform3D &p_transform, real_t p_c) const {
/* not sure if very "efficient" but good enough? */
Vector3 src_scale = basis.get_scale();
Quaternion src_rot = basis.get_rotation_quat();
Vector3 src_loc = origin;
Vector3 dst_scale = p_transform.basis.get_scale();
Quaternion dst_rot = p_transform.basis.get_rotation_quat();
Vector3 dst_loc = p_transform.origin;
Transform3D interp;
interp.basis.set_quat_scale(src_rot.slerp(dst_rot, p_c).normalized(), src_scale.lerp(dst_scale, p_c));
interp.origin = src_loc.lerp(dst_loc, p_c);
return interp;
}
void Transform3D::scale(const Vector3 &p_scale) {
basis.scale(p_scale);
origin *= p_scale;
}
Transform3D Transform3D::scaled(const Vector3 &p_scale) const {
Transform3D t = *this;
t.scale(p_scale);
return t;
}
void Transform3D::scale_basis(const Vector3 &p_scale) {
basis.scale(p_scale);
}
void Transform3D::translate(real_t p_tx, real_t p_ty, real_t p_tz) {
translate(Vector3(p_tx, p_ty, p_tz));
}
void Transform3D::translate(const Vector3 &p_translation) {
for (int i = 0; i < 3; i++) {
origin[i] += basis[i].dot(p_translation);
}
}
Transform3D Transform3D::translated(const Vector3 &p_translation) const {
Transform3D t = *this;
t.translate(p_translation);
return t;
}
void Transform3D::orthonormalize() {
basis.orthonormalize();
}
Transform3D Transform3D::orthonormalized() const {
Transform3D _copy = *this;
_copy.orthonormalize();
return _copy;
}
bool Transform3D::is_equal_approx(const Transform3D &p_transform) const {
return basis.is_equal_approx(p_transform.basis) && origin.is_equal_approx(p_transform.origin);
}
bool Transform3D::operator==(const Transform3D &p_transform) const {
return (basis == p_transform.basis && origin == p_transform.origin);
}
bool Transform3D::operator!=(const Transform3D &p_transform) const {
return (basis != p_transform.basis || origin != p_transform.origin);
}
void Transform3D::operator*=(const Transform3D &p_transform) {
origin = xform(p_transform.origin);
basis *= p_transform.basis;
}
Transform3D Transform3D::operator*(const Transform3D &p_transform) const {
Transform3D t = *this;
t *= p_transform;
return t;
}
Transform3D::operator String() const {
return basis.operator String() + " - " + origin.operator String();
}
Transform3D::Transform3D(const Basis &p_basis, const Vector3 &p_origin) :
basis(p_basis),
origin(p_origin) {
}
Transform3D::Transform3D(const Vector3 &p_x, const Vector3 &p_y, const Vector3 &p_z, const Vector3 &p_origin) :
origin(p_origin) {
basis.set_axis(0, p_x);
basis.set_axis(1, p_y);
basis.set_axis(2, p_z);
}
Transform3D::Transform3D(real_t xx, real_t xy, real_t xz, real_t yx, real_t yy, real_t yz, real_t zx, real_t zy, real_t zz, real_t ox, real_t oy, real_t oz) {
basis = Basis(xx, xy, xz, yx, yy, yz, zx, zy, zz);
origin = Vector3(ox, oy, oz);
}
} // namespace godot

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@ -50,19 +50,6 @@ void Variant::init_bindings() {
} }
String::init_bindings(); String::init_bindings();
Vector2::init_bindings();
Vector2i::init_bindings();
Rect2::init_bindings();
Rect2i::init_bindings();
Vector3::init_bindings();
Vector3i::init_bindings();
Transform2D::init_bindings();
Plane::init_bindings();
Quaternion::init_bindings();
AABB::init_bindings();
Basis::init_bindings();
Transform3D::init_bindings();
Color::init_bindings();
StringName::init_bindings(); StringName::init_bindings();
NodePath::init_bindings(); NodePath::init_bindings();
RID::init_bindings(); RID::init_bindings();

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#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/vector2.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
Vector2::operator String() const {
return String::num(x, 5) + ", " + String::num(y, 5);
}
real_t Vector2::angle() const {
return Math::atan2(y, x);
}
real_t Vector2::length() const {
return Math::sqrt(x * x + y * y);
}
real_t Vector2::length_squared() const {
return x * x + y * y;
}
void Vector2::normalize() {
real_t l = x * x + y * y;
if (l != 0) {
l = Math::sqrt(l);
x /= l;
y /= l;
}
}
Vector2 Vector2::normalized() const {
Vector2 v = *this;
v.normalize();
return v;
}
bool Vector2::is_normalized() const {
// use length_squared() instead of length() to avoid sqrt(), makes it more stringent.
return Math::is_equal_approx(length_squared(), 1.0, UNIT_EPSILON);
}
real_t Vector2::distance_to(const Vector2 &p_vector2) const {
return Math::sqrt((x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y));
}
real_t Vector2::distance_squared_to(const Vector2 &p_vector2) const {
return (x - p_vector2.x) * (x - p_vector2.x) + (y - p_vector2.y) * (y - p_vector2.y);
}
real_t Vector2::angle_to(const Vector2 &p_vector2) const {
return Math::atan2(cross(p_vector2), dot(p_vector2));
}
real_t Vector2::angle_to_point(const Vector2 &p_vector2) const {
return Math::atan2(y - p_vector2.y, x - p_vector2.x);
}
real_t Vector2::dot(const Vector2 &p_other) const {
return x * p_other.x + y * p_other.y;
}
real_t Vector2::cross(const Vector2 &p_other) const {
return x * p_other.y - y * p_other.x;
}
Vector2 Vector2::sign() const {
return Vector2(Math::sign(x), Math::sign(y));
}
Vector2 Vector2::floor() const {
return Vector2(Math::floor(x), Math::floor(y));
}
Vector2 Vector2::ceil() const {
return Vector2(Math::ceil(x), Math::ceil(y));
}
Vector2 Vector2::round() const {
return Vector2(Math::round(x), Math::round(y));
}
Vector2 Vector2::rotated(real_t p_by) const {
real_t sine = Math::sin(p_by);
real_t cosi = Math::cos(p_by);
return Vector2(
x * cosi - y * sine,
x * sine + y * cosi);
}
Vector2 Vector2::posmod(const real_t p_mod) const {
return Vector2(Math::fposmod(x, p_mod), Math::fposmod(y, p_mod));
}
Vector2 Vector2::posmodv(const Vector2 &p_modv) const {
return Vector2(Math::fposmod(x, p_modv.x), Math::fposmod(y, p_modv.y));
}
Vector2 Vector2::project(const Vector2 &p_to) const {
return p_to * (dot(p_to) / p_to.length_squared());
}
Vector2 Vector2::snapped(const Vector2 &p_step) const {
return Vector2(
Math::snapped(x, p_step.x),
Math::snapped(y, p_step.y));
}
Vector2 Vector2::clamped(real_t p_len) const {
real_t l = length();
Vector2 v = *this;
if (l > 0 && p_len < l) {
v /= l;
v *= p_len;
}
return v;
}
Vector2 Vector2::cubic_interpolate(const Vector2 &p_b, const Vector2 &p_pre_a, const Vector2 &p_post_b, real_t p_weight) const {
Vector2 p0 = p_pre_a;
Vector2 p1 = *this;
Vector2 p2 = p_b;
Vector2 p3 = p_post_b;
real_t t = p_weight;
real_t t2 = t * t;
real_t t3 = t2 * t;
Vector2 out;
out = 0.5 * ((p1 * 2.0) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
return out;
}
Vector2 Vector2::move_toward(const Vector2 &p_to, const real_t p_delta) const {
Vector2 v = *this;
Vector2 vd = p_to - v;
real_t len = vd.length();
return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
// slide returns the component of the vector along the given plane, specified by its normal vector.
Vector2 Vector2::slide(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector2());
#endif
return *this - p_normal * this->dot(p_normal);
}
Vector2 Vector2::bounce(const Vector2 &p_normal) const {
return -reflect(p_normal);
}
Vector2 Vector2::reflect(const Vector2 &p_normal) const {
#ifdef MATH_CHECKS
ERR_FAIL_COND_V(!p_normal.is_normalized(), Vector2());
#endif
return 2.0 * p_normal * this->dot(p_normal) - *this;
}
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);
}
} // namespace godot

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#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/vector2i.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
Vector2i::operator String() const {
return String::num(x, 0) + ", " + String::num(y, 0);
}
Vector2i Vector2i::operator+(const Vector2i &p_v) const {
return Vector2i(x + p_v.x, y + p_v.y);
}
void Vector2i::operator+=(const Vector2i &p_v) {
x += p_v.x;
y += p_v.y;
}
Vector2i Vector2i::operator-(const Vector2i &p_v) const {
return Vector2i(x - p_v.x, y - p_v.y);
}
void Vector2i::operator-=(const Vector2i &p_v) {
x -= p_v.x;
y -= p_v.y;
}
Vector2i Vector2i::operator*(const Vector2i &p_v1) const {
return Vector2i(x * p_v1.x, y * p_v1.y);
}
Vector2i Vector2i::operator*(const int32_t &rvalue) const {
return Vector2i(x * rvalue, y * rvalue);
}
void Vector2i::operator*=(const int32_t &rvalue) {
x *= rvalue;
y *= rvalue;
}
Vector2i Vector2i::operator/(const Vector2i &p_v1) const {
return Vector2i(x / p_v1.x, y / p_v1.y);
}
Vector2i Vector2i::operator/(const int32_t &rvalue) const {
return Vector2i(x / rvalue, y / rvalue);
}
void Vector2i::operator/=(const int32_t &rvalue) {
x /= rvalue;
y /= rvalue;
}
Vector2i Vector2i::operator%(const Vector2i &p_v1) const {
return Vector2i(x % p_v1.x, y % p_v1.y);
}
Vector2i Vector2i::operator%(const int32_t &rvalue) const {
return Vector2i(x % rvalue, y % rvalue);
}
void Vector2i::operator%=(const int32_t &rvalue) {
x %= rvalue;
y %= rvalue;
}
Vector2i Vector2i::operator-() const {
return Vector2i(-x, -y);
}
bool Vector2i::operator==(const Vector2i &p_vec2) const {
return x == p_vec2.x && y == p_vec2.y;
}
bool Vector2i::operator!=(const Vector2i &p_vec2) const {
return x != p_vec2.x || y != p_vec2.y;
}
} // namespace godot

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#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/vector3.hpp>
#include <godot_cpp/variant/basis.hpp>
namespace godot {
void Vector3::rotate(const Vector3 &p_axis, real_t p_phi) {
*this = Basis(p_axis, p_phi).xform(*this);
}
Vector3 Vector3::rotated(const Vector3 &p_axis, real_t p_phi) const {
Vector3 r = *this;
r.rotate(p_axis, p_phi);
return r;
}
void Vector3::set_axis(int p_axis, real_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
coord[p_axis] = p_value;
}
real_t Vector3::get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
return operator[](p_axis);
}
int Vector3::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
int Vector3::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
void Vector3::snap(Vector3 p_step) {
x = Math::snapped(x, p_step.x);
y = Math::snapped(y, p_step.y);
z = Math::snapped(z, p_step.z);
}
Vector3 Vector3::snapped(Vector3 p_step) const {
Vector3 v = *this;
v.snap(p_step);
return v;
}
Vector3 Vector3::cubic_interpolate(const Vector3 &p_b, const Vector3 &p_pre_a, const Vector3 &p_post_b, real_t p_weight) const {
Vector3 p0 = p_pre_a;
Vector3 p1 = *this;
Vector3 p2 = p_b;
Vector3 p3 = p_post_b;
real_t t = p_weight;
real_t t2 = t * t;
real_t t3 = t2 * t;
Vector3 out;
out = 0.5 * ((p1 * 2.0) +
(-p0 + p2) * t +
(2.0 * p0 - 5.0 * p1 + 4.0 * p2 - p3) * t2 +
(-p0 + 3.0 * p1 - 3.0 * p2 + p3) * t3);
return out;
}
Vector3 Vector3::move_toward(const Vector3 &p_to, const real_t p_delta) const {
Vector3 v = *this;
Vector3 vd = p_to - v;
real_t len = vd.length();
return len <= p_delta || len < CMP_EPSILON ? p_to : v + vd / len * p_delta;
}
Basis Vector3::outer(const Vector3 &p_b) const {
Vector3 row0(x * p_b.x, x * p_b.y, x * p_b.z);
Vector3 row1(y * p_b.x, y * p_b.y, y * p_b.z);
Vector3 row2(z * p_b.x, z * p_b.y, z * p_b.z);
return Basis(row0, row1, row2);
}
Basis Vector3::to_diagonal_matrix() const {
return Basis(x, 0, 0,
0, y, 0,
0, 0, z);
}
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);
}
Vector3::operator String() const {
return (String::num(x, 5) + ", " + String::num(y, 5) + ", " + String::num(z, 5));
}
} // namespace godot

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#include <godot_cpp/core/error_macros.hpp>
#include <godot_cpp/variant/vector3i.hpp>
#include <godot_cpp/variant/string.hpp>
namespace godot {
void Vector3i::set_axis(int p_axis, int32_t p_value) {
ERR_FAIL_INDEX(p_axis, 3);
coord[p_axis] = p_value;
}
int32_t Vector3i::get_axis(int p_axis) const {
ERR_FAIL_INDEX_V(p_axis, 3, 0);
return operator[](p_axis);
}
int Vector3i::min_axis() const {
return x < y ? (x < z ? 0 : 2) : (y < z ? 1 : 2);
}
int Vector3i::max_axis() const {
return x < y ? (y < z ? 2 : 1) : (x < z ? 2 : 0);
}
Vector3i::operator String() const {
return (String::num(x, 0) + ", " + String::num(y, 0) + ", " + String::num(z, 5));
}
} // namespace godot