/*************************************************************************/ /* vector4.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include #include #include namespace godot { bool Vector4::is_equal_approx(const Vector4 &p_vec4) const { return Math::is_equal_approx(x, p_vec4.x) && Math::is_equal_approx(y, p_vec4.y) && Math::is_equal_approx(z, p_vec4.z) && Math::is_equal_approx(w, p_vec4.w); } real_t Vector4::length() const { return Math::sqrt(length_squared()); } void Vector4::normalize() { *this /= length(); } Vector4 Vector4::normalized() const { return *this / length(); } bool Vector4::is_normalized() const { return Math::is_equal_approx(length_squared(), 1, (real_t)UNIT_EPSILON); // use less epsilon } Vector4 Vector4::abs() const { return Vector4(Math::abs(x), Math::abs(y), Math::abs(z), Math::abs(w)); } Vector4 Vector4::sign() const { return Vector4(Math::sign(x), Math::sign(y), Math::sign(z), Math::sign(w)); } Vector4 Vector4::inverse() const { return Vector4(1.0f / x, 1.0f / y, 1.0f / z, 1.0f / w); } Vector4::Axis Vector4::min_axis_index() const { uint32_t min_index = 0; real_t min_value = x; for (uint32_t i = 1; i < 4; i++) { if (operator[](i) < min_value) { min_index = i; min_value = operator[](i); } } return Vector4::Axis(min_index); } Vector4::Axis Vector4::max_axis_index() const { uint32_t max_index = 0; real_t max_value = x; for (uint32_t i = 1; i < 4; i++) { if (operator[](i) > max_value) { max_index = i; max_value = operator[](i); } } return Vector4::Axis(max_index); } Vector4 Vector4::clamp(const Vector4 &p_min, const Vector4 &p_max) const { return Vector4( CLAMP(x, p_min.x, p_max.x), CLAMP(y, p_min.y, p_max.y), CLAMP(z, p_min.z, p_max.z), CLAMP(w, p_min.w, p_max.w)); } Vector4::operator String() const { return "(" + String::num_real(x, false) + ", " + String::num_real(y, false) + ", " + String::num_real(z, false) + ", " + String::num_real(w, false) + ")"; } } // namespace godot