/*************************************************************************/ /* Vector2.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 "Vector2.hpp" #include #include "String.hpp" namespace godot { const Vector2 Vector2::ZERO = Vector2(); const Vector2 Vector2::ONE = Vector2(1, 1); const Vector2 Vector2::INF = Vector2(INFINITY, INFINITY); const Vector2 Vector2::LEFT = Vector2(-1, 0); const Vector2 Vector2::RIGHT = Vector2(1, 0); const Vector2 Vector2::UP = Vector2(0, -1); const Vector2 Vector2::DOWN = Vector2(0, 1); bool Vector2::operator==(const Vector2 &p_vec2) const { return x == p_vec2.x && y == p_vec2.y; } bool Vector2::operator!=(const Vector2 &p_vec2) const { return x != p_vec2.x || y != p_vec2.y; } Vector2 Vector2::project(const Vector2 &p_vec) const { Vector2 v1 = p_vec; Vector2 v2 = *this; return v2 * (v1.dot(v2) / v2.dot(v2)); } Vector2 Vector2::plane_project(real_t p_d, const Vector2 &p_vec) const { return p_vec - *this * (dot(p_vec) - p_d); } 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_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::operator String() const { return String::num(x) + ", " + String::num(y); } } // namespace godot