diff --git a/include/godot/core/Vector2.h b/include/godot/core/Vector2.h new file mode 100644 index 00000000..6b18ea8f --- /dev/null +++ b/include/godot/core/Vector2.h @@ -0,0 +1,300 @@ +#ifndef VECTOR2_H +#define VECTOR2_H + +#include + +#include + +#include + +namespace godot { + +typedef float real_t; // @Todo move to a global Godot.h + +struct Vector2 { + + union { + real_t x; + real_t width; + }; + union { + real_t y; + real_t height; + }; + + + real_t& operator[](int p_idx) { + return p_idx?y:x; + } + const real_t& operator[](int p_idx) const { + return p_idx?y:x; + } + + Vector2 operator+(const Vector2& p_v) const + { + return Vector2(x + p_v.x, y + p_v.y); + } + + void operator+=(const Vector2& p_v) + { + x += p_v.x; + y += p_v.y; + } + + Vector2 operator-(const Vector2& p_v) const + { + return Vector2(x - p_v.x, y - p_v.y); + } + + void operator-=(const Vector2& p_v) + { + x -= p_v.x; + y -= p_v.y; + } + + Vector2 operator*(const Vector2 &p_v1) const + { + return Vector2(x * p_v1.x, y * p_v1.y); + } + + Vector2 operator*(const real_t &rvalue) const + { + return Vector2(x * rvalue, y * rvalue); + } + + void operator*=(const real_t &rvalue) + { + x *= rvalue; + y *= rvalue; + } + + void operator*=(const Vector2 &rvalue) { *this = *this * rvalue; } + + Vector2 operator/(const Vector2 &p_v1) const + { + return Vector2(x / p_v1.x, y / p_v1.y); + } + + Vector2 operator/(const real_t &rvalue) const + { + return Vector2(x / rvalue, y / rvalue); + } + + void operator/=(const real_t &rvalue) + { + x /= rvalue; + y /= rvalue; + } + + Vector2 operator-() const + { + return Vector2(-x, -y); + } + + bool operator==(const Vector2& p_vec2) const + { + return x == p_vec2.x && y == p_vec2.y; + } + + bool operator!=(const Vector2& p_vec2) const + { + return x != p_vec2.x || y != p_vec2.y; + } + + bool operator<(const Vector2& p_vec2) const { return (x==p_vec2.x)?(y 0 && p_len < l) { + v /= l; + v *= p_len; + } + return v; + } + + static Vector2 linear_interpolate(const Vector2& p_a, const Vector2& p_b,real_t p_t) + { + Vector2 res=p_a; + res.x+= (p_t * (p_b.x-p_a.x)); + res.y+= (p_t * (p_b.y-p_a.y)); + return res; + } + + Vector2 linear_interpolate(const Vector2& p_b,real_t p_t) const + { + Vector2 res=*this; + res.x+= (p_t * (p_b.x-x)); + res.y+= (p_t * (p_b.y-y)); + return res; + + } + Vector2 cubic_interpolate(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const + { + Vector2 p0=p_pre_a; + Vector2 p1=*this; + Vector2 p2=p_b; + Vector2 p3=p_post_b; + + real_t t = p_t; + real_t t2 = t * t; + real_t t3 = t2 * t; + + Vector2 out; + out = ( ( p1 * 2.0) + + ( -p0 + p2 ) * t + + ( p0 * 2.0 - p1 * 5.0 + p2 * 4 - p3 ) * t2 + + ( -p0 + p1 * 3.0 - p2 * 3.0 + p3 ) * t3 ) * 0.5; + + return out; + } + + // Vector2 cubic_interpolate_soft(const Vector2& p_b,const Vector2& p_pre_a, const Vector2& p_post_b,real_t p_t) const; + + Vector2 slide(const Vector2& p_vec) const + { + return p_vec - *this * this->dot(p_vec); + } + + Vector2 reflect(const Vector2& p_vec) const + { + return p_vec - *this * this->dot(p_vec) * 2.0; + } + + real_t angle() const + { + return atan2(y, x); + } + + void set_rotation(real_t p_radians) { + + x = cosf(p_radians); + y = sinf(p_radians); + } + + Vector2 abs() const { + + return Vector2( fabs(x), fabs(y) ); + } + + Vector2 rotated(real_t p_by) const + { + Vector2 v; + v.set_rotation(angle() + p_by); + v *= length(); + return v; + } + + Vector2 tangent() const { + + return Vector2(y,-x); + } + + Vector2 floor() const + { + return Vector2(::floor(x), ::floor(y)); + } + + Vector2 snapped(const Vector2& p_by) const + { + return Vector2( + p_by.x != 0 ? ::floor(x / p_by.x + 0.5) * p_by.x : x, + p_by.y != 0 ? ::floor(y / p_by.y + 0.5) * p_by.y : y + ); + } + real_t aspect() const { return width/height; } + + + operator String() const { return String(); /* @Todo String::num() */ } + + Vector2(real_t p_x,real_t p_y) { x=p_x; y=p_y; } + Vector2() { x=0; y=0; } +}; + + +Vector2 operator*(real_t p_scalar, const Vector2& p_vec) +{ + return p_vec*p_scalar; +} + + + +} + +#endif // VECTOR2_H